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Showing 1 to 15 of 19 results Save | Export
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Guo, Shouchao; Wang, Xiao; Deng, Wenbo; Hong, Jialing; Wang, Jiawen; Wu, Yonghe – Educational Technology & Society, 2022
Three-dimensional (3D) design can improve students' spatial ability, but the research on the differences of spatial ability development after 3D design training for students with different initial spatial ability is not unified. The ability-as-enhancer hypothesis and the ability-as-compensator hypothesis explain the performance differences of…
Descriptors: Spatial Ability, Computer Peripherals, Printing, Design
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Weijia Wan – Interactive Learning Environments, 2024
The paper investigates the level of development of a creative mindset in the training of music education professionals. The research is based on the experimental method which examines the level of creativity of students before and upon completion of the developed training program focusing on development of the creative thinking using cutting-edge…
Descriptors: Creative Thinking, Skill Development, Music Education, College Freshmen
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Emmanuel Fokides; Georgia Lagopati – Journal of Information Technology Education: Innovations in Practice, 2024
Aim/Purpose: This review's main objective was to examine the existing literature on the use of 3D printers in primary education, covering students aged six to twelve across general, special, and inclusive educational environments. Background: A review of the literature indicated a significant oversight -- prior reviews insufficiently distinguish…
Descriptors: Computer Peripherals, Printing, Technology Uses in Education, Elementary School Students
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Wahid Yunianto; Adi Nur Cahyono; Theodosia Prodromou; Shereen El-Bedewy; Zsolt Lavicza – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2025
Creativity and problem-solving are 21st-century skills that we need to develop in our students. Research on computational thinking (CT) integration in school subjects and STEAM activities has shown a positive effect on students' problem-solving skills and creativity. Our study extends our previous work from the integration of CT in a mathematics…
Descriptors: Computation, Thinking Skills, STEM Education, Creativity
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Adam Carreon; Sean J. Smith; Bruce Frey; Amber Rowland; Maggie Mosher – Journal of Research on Technology in Education, 2024
Virtual reality (VR) has evolved to include non-immersive to fully-immersive experiences for the classroom. This study seeks to understand the potential effects VR may offer, specifically characteristics associated with how a student experiences a VR intervention and the effects of using a VR device for learning. A group experimental design was…
Descriptors: Computer Simulation, Simulation, Comparative Analysis, Interpersonal Competence
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Sen, Ceylan; Ay, Zeynep Sonay; Kiray, Seyit Ahmet – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2020
This study involves the development and implementation of a STEM activity containing 3 D printer technology, which is commonly used in STEM education. Out of school STEM courses were organized with seven middle school students studying in the 7th grade and the activities in the course were carried out with a 3D printer. One of the activities in…
Descriptors: Learning Activities, Middle School Students, STEM Education, Computer Peripherals
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Forbes, Anne; Falloon, Garry; Stevenson, Michael; Hatzigianni, Maria; Bower, Matt – Early Education and Development, 2021
Research Findings: This study was undertaken to investigate learning processes and outcomes from using 3D design and printing technologies with children aged 5-8 years, in three schools in a metropolitan city in Australia. Data were collected from five sources (teacher interviews, surveys, journals; student interviews; and iPad screen recordings)…
Descriptors: STEM Education, Technology Uses in Education, Foreign Countries, Elementary School Students
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Min, Sun Hee; Kim, Min Kyeong – International Electronic Journal of Elementary Education, 2020
In this study, we designed and applied physical computing lessons for elementary 6th-grade students based on the software education guidelines in the Korean 2015 Revised National Curriculum (Ministry of Education, 2015a). The participants of this study were ten 6th-grade students of an elementary school in Gyeonggi-do province in Korea. The…
Descriptors: Computer Science Education, Computer Software, Grade 6, Elementary School Students
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Brown, Abbie – TechTrends: Linking Research and Practice to Improve Learning, 2015
A report of a year-long study in which the author engaged in 3D printing activity in order to determine how to facilitate and support skill building, concept attainment, and increased confidence with its use among teachers. Use of 3D printing tools and their applications in instructional settings are discussed. A hierarchy of 3D printing…
Descriptors: Computer Peripherals, Printing, Skill Development, Technology Uses in Education
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Trust, Torrey; Maloy, Robert W. – Computers in the Schools, 2017
The emergence of 3D printing has raised hopes and concerns about how it can be used effectively as an educational technology in school classrooms. This paper presents the results of a survey asking teachers from multiple grade levels and subject fields about the impact of 3D projects on student learning. Teachers were asked about the kinds of 3D…
Descriptors: Computer Peripherals, Printing, Technology Uses in Education, Technological Literacy
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Kwon, Hyunkyung – Journal of STEM Education: Innovations and Research, 2017
Researchers found that student-centered, technology-integrated learning environments help to produce students who are better able to think critically, solve problems, collaborate with others, and engage deeply in the learning process. Understanding the impact of technology and finding the best ways to integrate technology into the classroom is…
Descriptors: Computer Peripherals, Printing, Computer Software, Design
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Shih, Ching-Hsiang – Research in Developmental Disabilities: A Multidisciplinary Journal, 2011
This study evaluated whether two people with multiple disabilities and minimal motor behavior would be able to improve their Drag-and-Drop (DnD) performance using their finger/thumb poke ability with a mouse scroll wheel through a Dynamic Drag-and-Drop Assistive Program (DDnDAP). A multiple probe design across participants was used in this study…
Descriptors: Multiple Disabilities, Psychomotor Skills, Computers, Computer Peripherals
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Shih, Ching-Hsiang; Shih, Ching-Tien; Peng, Chin-Ling – Research in Developmental Disabilities: A Multidisciplinary Journal, 2011
This study evaluated whether two people with multiple disabilities would be able to improve their pointing performance through an Automatic Target Acquisition Program (ATAP) and a newly developed mouse driver (i.e. a new mouse driver replaces standard mouse driver, and is able to monitor mouse movement and intercept click action). Initially, both…
Descriptors: Intervention, Maintenance, Multiple Disabilities, Program Effectiveness
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Takashi Nagai; Mizue Kayama; Kazunori Itoh – Interactive Technology and Smart Education, 2014
Purpose: The purpose of this study is to explore a support system for beginners in drawing in a networked environment. Learners can receive advice and assessments from art experts without time and/or place constraints by using the proposed system. The authors investigate the possibilities of online supporting drawing learning. Two key factors are…
Descriptors: Art Education, Freehand Drawing, Computer Graphics, Computer Assisted Instruction
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Shimizu, Hirofumi; Yoon, Soyoung; McDonough, Christopher S. – Research in Developmental Disabilities: A Multidisciplinary Journal, 2010
We taught seven preschoolers with developmental disabilities to point-and-click with a computer mouse. The computer-based training program consisted of three parts, based on a task analysis of the behavioral prerequisites to point-and-click. Training 1 was designed to shape moving the mouse. Training 2 was designed to build eye-hand coordination…
Descriptors: Developmental Disabilities, Task Analysis, Human Body, Skill Development
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