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Showing all 11 results Save | Export
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Iraya Yánez-Pérez; Radu Bogdan Toma; Jesús Ángel Meneses-Villagrá – School Science and Mathematics, 2025
Teachers often struggle to implement inquiry-based science teaching. To support them, IndagApp--a 3D educational app that offers curriculum-aligned, inquiry-based lesson plans--was designed. The app is rooted in the inquiry phases recommended in best-practices literature, which arguably align with most international standards. This study describes…
Descriptors: Usability, Computer Software, Private Schools, Public Schools
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Zochbauer, Johanna; Hohenwarter, Markus; Lavicza, Zsolt – International Journal for Technology in Mathematics Education, 2021
To further enhance its usability and better serve teachers' needs a new connected classroom technology, called GeoGebra Classroom was developed. in this paper, we outline the results of the potential uses of GeoGebra Classroom in mathematics teaching and learning. in our Design Research study, we utilized the combination of educational research…
Descriptors: Computer Software, Educational Technology, Technology Uses in Education, Mathematics Instruction
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Avci, Esat; Coskuntuncel, Orkun – Pegem Journal of Education and Instruction, 2019
The purpose of this research is to examine the views of middle school mathematics teachers about the usability of VUstat and TinkerPlots software in data processing learning in the Curriculum of Mathematics Teaching in Middle School (5th, 6th, 7th and 8th grades). In the study, the phenomenology design from qualitative research patterns was…
Descriptors: Middle School Teachers, Mathematics Teachers, Teacher Attitudes, Computer Uses in Education
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Gumonan, Kenn Migan Vincent C.; Fabregas, Aleta C. – Online Submission, 2021
Purpose: The study aims to develop an application that will serve as an alternative learning tool for learning Asian Studies. The delivery of lessons into a virtual reality game depends on the pace of students. The developed application comprises several more features that enable users to get valuable information from an immersive environment.…
Descriptors: Asian Studies, Teaching Methods, Computer Simulation, Computer Games
Mills, Kelly – ProQuest LLC, 2019
The ubiquitous use of social media by children offers a unique opportunity to view diverse funds of knowledge. Connecting learning to students' funds of knowledge is particularly important for non-dominant learners, who experience tensions between home, community and school science cultures. This study is embedded in a research project which…
Descriptors: Cultural Background, After School Programs, Social Media, Science Education
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van der Meij, J.; van der Meij, H. – Journal of Computer Assisted Learning, 2015
The effectiveness of a video tutorial versus a paper-based tutorial for software training has yet to be established. Mixed outcomes from the empirical studies to date suggest that for a video tutorial to outperform its paper-based counterpart, the former should be crafted so that it addresses the strengths of both designs. This was attempted in…
Descriptors: Tutorial Programs, Tutoring, Videoconferencing, Instructional Design
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Su, Jun-Ming; Lin, Huan-Yu – Educational Technology & Society, 2015
In recent years, software operating skills, the ability in computer literacy to solve problems using specific software, has become much more important. A great deal of research has also proven that students' software operating skills can be efficiently improved by practicing customized virtual and simulated examinations. However, constructing…
Descriptors: Foreign Countries, Computer Assisted Testing, Computer Simulation, Simulation
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Denner, Jill; Werner, Linda; Ortiz, Eloy – Computers & Education, 2012
Computer game programming has been touted as a promising strategy for engaging children in the kinds of thinking that will prepare them to be producers, not just users of technology. But little is known about what they learn when programming a game. In this article, we present a strategy for coding student games, and summarize the results of an…
Descriptors: Females, Computer Uses in Education, Computers, Programming
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Wolff, Evelyn S.; Isecke, Harriet; Rhoads, Christopher; Madura, John P. – Educational Research Quarterly, 2013
The struggles of students in the United States to comprehend non-fiction science text are well documented. Middle school students, in particular, have minimal instruction in comprehending nonfiction and flounder on assessments. This article describes the development process of the Readorium software, an interactive web-based program being…
Descriptors: Nonfiction, Reading Comprehension, Middle School Students, Computer Software
Brandt, Rusty; Bercovitz, Elizabeth; McNally, Susan; Zimmerman, Linda – Partnership for Assessment of Readiness for College and Careers, 2015
A usability study was conducted by the Research and Innovation Network and Assessment Solutions Design to assess the usability of a drawing response interaction type. The Partnership for Assessment of Readiness for College and Careers (PARCC) commissioned a multi-part study to determine the viability of using the drawing response interaction on…
Descriptors: Usability, Partnerships in Education, Consortia, Career Readiness
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Ardito, Carmelo; Lanzilotti, Rosa – International Journal of Distance Education Technologies, 2011
Distance education has experienced profound changes due to the introduction of new technologies, especially mobile devices of different types. It is necessary to define new learning techniques which are able to capture students' attention and to engage them in their learning activities, reducing problems like distraction generated by the use of…
Descriptors: Foreign Countries, Expertise, Educational Games, Distance Education