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Hüseyin Ates; Mustafa Köroglu – Journal of Computer Assisted Learning, 2024
Background: Online collaboration tools have been identified as potentially effective means for enhancing student learning, motivation, and engagement in science education. However, their effectiveness in improving science education outcomes among middle school students remains uncertain. Objectives: The study aimed to investigate the impact of…
Descriptors: Cooperative Learning, Comparative Analysis, Academic Achievement, Learner Engagement
Yue Liu; Yuxuan Lu; Shixiu Ren; Danhui Zhang – Research in Science Education, 2024
Web-based inquiry learning provides opportunities for students to take responsibility to regulate their learning. However, due to a lack of science inquiry-specific self-regulated learning (SRL) frameworks, there is insufficient understanding of SRL processes in inquiry-based science learning. This study aims to explore students' SRL patterns by…
Descriptors: Metacognition, Learning Strategies, Science Instruction, Scientific Research
Ting-Chia Hsu; Ching Chang; Tien-Hsiu Jen – Interactive Learning Environments, 2024
Young learners' vocabulary learning needs interaction with language input when they are engaged in an activity. Given that AI-supported image recognition technologies offer hands-on learning in authentic contexts, and that self-regulated learning (SRL) enables learners to monitor and evaluate their learning when interacting with multi-sensory…
Descriptors: Metacognition, Multisensory Learning, Vocabulary Development, Learning Strategies
Candace Lapan; Sara E. Rimm-Kaufman; Eileen G. Merritt – Grantee Submission, 2024
The current study examined Connect Science, a service-learning program which incorporates social and emotional learning lessons and science lessons developed around Next Generation Science Standards. Guided by Self-Determination Theory, focus groups with 8 Connect Science classrooms and 8 control classrooms investigated fourth graders' experience…
Descriptors: Service Learning, Grade 4, Elementary School Students, Personal Autonomy
Shen Qiao; Samuel Kai Wah Chu; Susanna Siu-sze Yeung – Computer Assisted Language Learning, 2025
Morphological analysis is a form of problem solving to work out the meanings of unfamiliar words by applying knowledge of morphemes. It has emerged recently as an important predictor of reading comprehension. However, while gamification can potentially be used to teach this skill, few studies have examined its use. To address this, a…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, Second Language Instruction
Yan Lin; Hongjian Liao; Suxian Weng; Wanqi Dong – Education and Information Technologies, 2024
Children's preschool years are crucial for the development of computational thinking (CT) skills. However, debate continues regarding whether CT should be developed through plugged-in or unplugged activities. This study investigated the similarities and differences between plugged-in and unplugged activities with similar learning content and…
Descriptors: Learning Activities, Computer Science Education, Teaching Methods, Thinking Skills
Glenis Gamarra-Pautt; Zoila Liliana Giraldo-Martínez – HOW, 2025
This study deeply examines the potential impact of Project-Based Learning (PBL) on the speaking abilities of a group of seventh-grade students at a public school in Cartagena, Colombia, and its connection to language learning strategies. A mixed-gender group of thirty-five students aged between 12 and 15 was randomly chosen for this explorative…
Descriptors: Grade 7, Teaching Methods, Comparative Analysis, Action Research
Baichang Zhong; Xiaofan Liu; Shuiyan Huang – Technology, Pedagogy and Education, 2025
While pair learning (PL) is considered a potential method in STEM education including robotics education (RE), the question of how to pair students for superior learning effects remains. Current grouping strategies for PL in RE are constrained by fixed grouping (FG) and short of attention to dynamic grouping (DG). Therefore, this study aims to…
Descriptors: Robotics, Cooperative Learning, Comparative Analysis, Computer Science Education
Wang, Yi-Hsuan – Interactive Learning Environments, 2023
This paper explores and sheds light on how various designs of game-based learning materials benefit music education. The developed games followed Gordon's music skill learning sequence of discrimination, and aimed to teach listening and visual skills for the middle C octave. Two genres of game-based learning materials were proposed, one with most…
Descriptors: Game Based Learning, Teaching Methods, Music Education, Informal Education
Jodie Torrington; Matt Bower; Emma C. Burns – Education and Information Technologies, 2024
The COVID-19 pandemic and the resultant switch to remote learning enabled a natural experiment to observe and compare the self-regulation strategies used by elementary students in hypermedia environments. Specifically, the same participants (N = 48, M[subscript age] = 10.75) were observed in two learning contexts: a traditional classroom with…
Descriptors: Elementary School Students, Metacognition, COVID-19, Pandemics
Lan, Pei-Shan; Liu, Ming-Chou; Baranwal, Divya – Interactive Learning Environments, 2023
This research is designed to find out whether joining an online community combined with contract learning can enhance the learning motivation of students, promote their self-regulated learning, and improve their academic achievements. In this regard, quasi-experiment research was conducted at primary level students in which the experimental group…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Elementary School Students
Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
Jihoon Kang; Jina Kim – Journal of Baltic Science Education, 2024
While existing studies have underscored the educational benefits of generating explanatory hypotheses (EHs) in response to unexpected outcomes, empirical research on the underlying mechanisms driving their effectiveness in science learning remains limited. Thus, this study aimed to empirically examine the effectiveness of generating an EH for…
Descriptors: Science Instruction, Learning Processes, Protocol Analysis, Scientific Concepts
A Comparison of Angle Problems in Indonesian and Singaporean Elementary School Mathematics Textbooks
Yoppy Wahyu Purnomo; Antika Asri Julaikah; Galuh Candra Aprilia Hapsari; Rina Cahyani Oktavia; Rizki Muhammad Ikhsan – Mathematics Teaching Research Journal, 2024
Textbooks are one of the main resources for teaching and learning mathematics. This study examines the presentation of angle topics in 4th-grade mathematics textbooks in Indonesia and Singapore. The analysis focused on the general characteristics of the textbook and the nature of the mathematical tasks presented. The results showed that Indonesian…
Descriptors: Comparative Analysis, Comparative Education, Textbooks, Mathematics Instruction
Matayoshi, Jeffrey; Cosyn, Eric; Uzun, Hasan – International Educational Data Mining Society, 2022
As outlined by Benjamin Bloom, students working within a mastery learning framework must demonstrate mastery of the core prerequisite material before learning any subsequent material. Since many learning systems in use today adhere to these principles, an important component of such systems is the set of rules or algorithms that determine when a…
Descriptors: Guidelines, Mastery Learning, Learning Processes, Correlation