Publication Date
In 2025 | 1 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 4 |
Descriptor
Source
Educational Technology… | 4 |
Author
Biswas, Gautam | 1 |
Chen, Ching-Huei | 1 |
Corinna S. Martarelli | 1 |
Dirin, Amir | 1 |
Josua Dubach | 1 |
Kinnebrew, John S. | 1 |
Laine, Teemu H. | 1 |
Natalie Schelleis | 1 |
Nygren, Eeva | 1 |
Sebastian Tempelmann | 1 |
Segedy, James R. | 1 |
More ▼ |
Publication Type
Journal Articles | 4 |
Reports - Research | 3 |
Tests/Questionnaires | 2 |
Reports - Evaluative | 1 |
Education Level
Middle Schools | 3 |
Elementary Education | 2 |
Elementary Secondary Education | 1 |
Grade 5 | 1 |
Grade 8 | 1 |
Intermediate Grades | 1 |
Junior High Schools | 1 |
Secondary Education | 1 |
Audience
Location
South Korea | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Corinna S. Martarelli; Josua Dubach; Natalie Schelleis; Trix Cacchione; Sebastian Tempelmann – Educational Technology Research and Development, 2025
Virtual reality (VR) can provide access to otherwise inaccessible aspects of the world and thus promote science learning. We developed a VR learning tool about the water cycle, with 11 lessons for classroom teaching at the primary level. We assessed prior knowledge before a four-week intervention and learning outcomes directly after the…
Descriptors: Computer Simulation, Elementary School Science, Science Education, Water
Chen, Ching-Huei – Educational Technology Research and Development, 2019
The present study investigates how the different modes of game-design triggers learning outcomes, focusing on peer learning and intergroup competition. A problem-solving science game was developed to help secondary students to learn about the motion of objects. Participants (N = 110) from an urban middle school were randomly assigned to four…
Descriptors: Peer Relationship, Computer Games, Competition, Outcomes of Education
Laine, Teemu H.; Nygren, Eeva; Dirin, Amir; Suk, Hae-Jung – Educational Technology Research and Development, 2016
Lack of motivation and of real-world relevance have been identified as reasons for low interest in science among children. Game-based learning and storytelling are prominent methods for generating intrinsic motivation in learning. Real-world relevance requires connecting abstract scientific concepts with the real world. This can be done by…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Science Education
Segedy, James R.; Kinnebrew, John S.; Biswas, Gautam – Educational Technology Research and Development, 2013
Betty's Brain is an open-ended learning environment in which students learn about science topics by teaching a virtual agent named Betty through the construction of a visual causal map that represents the relevant science phenomena. The task is complex, and success requires the use of metacognitive strategies that support knowledge acquisition,…
Descriptors: Artificial Intelligence, Computer Simulation, Computer Mediated Communication, Intelligent Tutoring Systems