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Ukdem, Serife; Çetin, Hatice – International Online Journal of Education and Teaching, 2022
The purpose of this study is to examine the effect of using concrete and virtual manipulatives relevant fractions subject to 3rd grade students' understanding of fractions and motivation towards mathematics lessons. The study group consists of 61 students studying in three different classes at the 3rd grade level of a private primary school in…
Descriptors: Mathematics Instruction, Manipulative Materials, Computer Simulation, Fractions
Garcia, Manuel B. – International Journal of Learning Technology, 2020
History education ordinarily faces a relativist slant, if not by the monotonous nature of the course. Hence, educators are continuously in pursuit for a better teaching strategy to keep the class interesting. The main goal of this study was to 'bring history to life' through a mobile application powered by augmented reality that can provide an…
Descriptors: Computer Simulation, Teaching Methods, Foreign Policy, History Instruction
Lozada-Yánez, Raúl; La-Serna-Palomino, Nora; Molina-Granja, Fernando – International Education Studies, 2019
By its nature, the learning of certain complex contents has always been a focus of attention and a challenge in the study of mathematics. This fact acquires greater importance if it is about the learning of children, because the psycho-cognitive skills of this type of user, especially when they attend the first levels of Basic General Education…
Descriptors: Foreign Countries, Mathematics Education, Mathematics Skills, Basic Skills
Wen, Yun, Ed.; Wu, Yi-ju, Ed.; Qi, Grace, Ed.; Guo, Siao-Cing, Ed.; Spector, J. Michael, Ed.; Chelliah, Shobhana, Ed.; Kinshuk, Ed.; Lan, Yu-Ju, Ed. – Lecture Notes in Educational Technology, 2021
This book uncovers the important issues in language learning and teaching in the intelligent, digital era. "Social connectivity" is a contemporary style of learning and living. By engaging in the connectivity of physical and digital worlds, how essential parts of language learning and teaching can be achieved? How can the advanced…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Information Technology
Trundle, Kathy Cabe; Bell, Randy L. – Computers & Education, 2010
This mixed-methods investigation compared the effectiveness of three instructional approaches in achieving desired conceptual change among early childhood preservice teachers (n = 157). Each of the three treatments employed inquiry-based instruction on moon phases using data collected from: (1) the planetarium software program, Starry Night[TM],…
Descriptors: Preschool Teachers, Preservice Teachers, Computer Simulation, Astronomy
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2020
For the forty-third time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented online during the annual AECT Convention. Volume 1 contains 37 papers dealing primarily with research and development topics. Papers dealing with the…
Descriptors: Educational Technology, Technology Uses in Education, Professional Development, Feminism
Passig, David; Eden, Sigal – Journal of Educational Computing Research, 2010
This study sought to test the most efficient representation mode with which children with hearing impairment could express a story while producing connectives indicating relations of time and of cause and effect. Using Bruner's (1973, 1986, 1990) representation stages, we tested the comparative effectiveness of Virtual Reality (VR) as a mode of…
Descriptors: Elementary School Students, Computer Simulation, Hearing Impairments, Time Perspective
Miller, David; Robertson, Derek; Hudson, Alison; Shimi, Jill – Computers in the Schools, 2012
In this article we look at the links between early years pedagogy and the use of digital game-based learning. Early years education is a distinctive phase of the education system in many countries, generally covering the age range from 3-6 or 7 years. In the United Kingdom, it tends to bridge preschool and the first two years in primary school.…
Descriptors: Foreign Countries, Educational Technology, Educational Games, Video Games