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Leonard, Jacqueline; Buss, Alan; Gamboa, Ruben; Mitchell, Monica; Fashola, Olatokunbo S.; Hubert, Tarcia; Almughyirah, Sultan – Journal of Science Education and Technology, 2016
This paper describes the findings of a pilot study that used robotics and game design to develop middle school students' computational thinking strategies. One hundred and twenty-four students engaged in LEGO® EV3 robotics and created games using Scalable Game Design software. The results of the study revealed students' pre-post self-efficacy…
Descriptors: Robotics, Design, Self Efficacy, Student Attitudes
Eren, Esra; Avci, Zeynep Yurtseven; Kapucu, Munise Seckin – International Journal of Instruction, 2015
The purpose of the study is to investigate pre-service teachers' competencies and their perceptions of necessity about using practical tools for content development. The study was designed using pre- and post-test experimental design method. The study group consisted of 170 pre-service teachers at a public university in Turkey. The Practical Tools…
Descriptors: Foreign Countries, Preservice Teachers, Competence, Student Attitudes
Jenson, Jennifer; Droumeva, Milena – E-Learning and Digital Media, 2017
An ongoing challenge of 21st century learning is ensuring everyone has the requisite skills to participate in a digital, knowledge-based economy. Once an anathema to parents and teachers, digital games are increasingly at the forefront of conversations about ways to address student engagement and provoke challenges to media pedagogies. While…
Descriptors: Technological Literacy, Media Literacy, Middle School Students, Student Surveys
Mirchin, Robert Douglas – ProQuest LLC, 2012
This research study is an investigation of student-laboratory (i.e., lab) learning based on students' perceptions of experiences using questionnaire data and evidence of their science-laboratory performance based on paper-and-pencil assessments using Maryland-mandated criteria, Montgomery County Public Schools (MCPS) criteria, and published…
Descriptors: High School Students, Student Attitudes, Academic Achievement, Science Achievement
Orndorff, Harold N., III. – International Journal of Teaching and Learning in Higher Education, 2015
This article presents the early findings of an experimental design to see if students perform better when taking collaborative notes in small groups as compared to students who use traditional notes. Students are increasingly bringing electronic devices into social science classrooms. Few instructors have attempted robustly and systematically to…
Descriptors: Internet, Computer Software, Computer Use, Users (Information)
Garrett, Robin Eileen – ProQuest LLC, 2014
Community colleges serve a diverse population of learners including many older students counting on the community college for enhanced skills or personal enrichment. Many of these colleges target this population with programs designed specifically to meet the needs and goals of the older adult but may not consider this population when designing a…
Descriptors: Navigation (Information Systems), Web Sites, Usability, Community Colleges
Staub, Justin H. – ProQuest LLC, 2013
The purpose of this quantitative correlational study was to examine the relationship, if any, between teacher training and teacher use of a laptop in a one-to-one laptop program. Teachers recorded their training weekly throughout the twelve-week study. Teacher use of laptops was measured through self-reporting in a pretest and posttest design,…
Descriptors: Teacher Education, Faculty Development, Laptop Computers, Computer Use
Chiang, Yu-Tzu; Lin, Sunny S. J.; Cheng, Chao-Yang; Liu, Eric Zhi-Feng – Turkish Online Journal of Educational Technology - TOJET, 2011
The authors conducted two studies to explore online game players' flow experiences and positive affect. Our findings indicated that online game are capable of evoking flow experiences and positive affect, and games of violent or nonviolent type may not arouse players' aggression. The players could be placed into four flow conditions: flow,…
Descriptors: Foreign Countries, Comparative Analysis, Path Analysis, Affective Behavior
Goodin, Laura M. – Online Submission, 2012
In this action research project report, the teacher researcher focused on the problem of lack of achievement of students in middle school social studies classes. The purpose of the project was to increase motivation and engagement of students by incorporating the use of technology; thereby, increasing achievement. A total of 105 sixth-grade…
Descriptors: Feedback (Response), Middle School Students, Check Lists, Action Research
Boyle, Clifton J., III – ProQuest LLC, 2010
Misuse of technology is a behavioral pattern that continues to emerge in our society. Television and newspapers continue to list and report technology misuse. A recent study from the Pew Internet and American Life Project has indicated approximately one third of teen are victims of online harassment (Lenhart, 2009). Other prominent problems with…
Descriptors: Control Groups, Urban Schools, Citizenship, Video Games