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Nicolas Pope; Juho Kahila; Henriikka Vartiainen; Matti Tedre – IEEE Transactions on Learning Technologies, 2025
The rapid advancement of artificial intelligence and its increasing societal impacts have turned many computing educators' focus toward early education in machine learning (ML). Limited options for educational tools for teaching novice learners about the mechanisms of ML and data-driven systems presents a recognized challenge in K-12 computing…
Descriptors: Artificial Intelligence, Computer Oriented Programs, Computer Science Education, Grade 4
O'Reilly, James; Barry, Brendan – Irish Educational Studies, 2023
Computer-Aided Design (CAD) and 3D printing are not new technologies but are technologies which, in recent years, have become more accessible to hobbyists and enthusiasts. Engaging with these technologies allows the user to investigate and manipulate virtual and physical 3D shapes, which may affect spatial awareness. The literature suggests that…
Descriptors: Computer Assisted Design, Computer Peripherals, Printing, Mathematics Skills
Chotika Wanglang; Kobkiat Sraubon; Pallop Piriyasurawong – Higher Education Studies, 2024
This research aims to develop a combining game-based learning with design thinking using block-based programming to enhance computational thinking and creative games for primary students and will be referred to as game-based learning from now on. The purpose of this research is to 1) develop a model for game-based learning, 2) develop the system…
Descriptors: Game Based Learning, Design, Thinking Skills, Programming
Durmus Burak; Mehmet Gultekin – Technology, Knowledge and Learning, 2024
In this study, it was aimed to implement and evaluate an adaptive learning environment (ALE) designed according to the learner characteristics of 4th grade primary school students and integrate educational hypermedia environments with face-to-face teaching. Via a preliminary study carried out in accordance with this purpose, the variables that…
Descriptors: Educational Environment, Design, Grade 4, Elementary School Students
Hydropower Efficiency, Grade 4: STEM Road Map for Elementary School. STEM Road Map Curriculum Series
Carla C. Johnson Ed.; Janet B. Walton Ed.; Erin Peters-Burton Ed. – Eye on Education, 2024
What if you could challenge your fourth graders to create a minimally invasive, highly efficient dam? With this volume in the "STEM Road Map Curriculum Series," you can! "Hydropower Efficiency" outlines a journey that will steer your students toward authentic problem solving while grounding them in integrated STEM disciplines.…
Descriptors: STEM Education, Elementary School Students, Grade 4, Learning Activities
Sung, Euisuk; Kelley, Todd R. – International Journal of Science and Mathematics Education, 2023
With the increasing importance of teaching STEM to young students, the engineering design process (EDP) has become a popular learning platform in K-12 STEM education. The engineering design process guides students in solving engineering problems, but there is a lack of understanding of how students utilize this process. In this study, we explored…
Descriptors: Elementary School Students, Engineering, Design, STEM Education
Patricia S. Moyer-Packenham; Christina W. Lommatsch; Kristy Litster; M. Jill Harmon; Allison Roxburgh – Journal of Computers in Mathematics and Science Teaching, 2023
This paper reports on a large clinical study with 193 children (Grades 3-6) who interacted with 12 digital math games during clinical interviews. Children completed a pretest, interacted with the digital math games, completed a posttest, and answered questions about their interactions with the games. During the interviews, researchers used two…
Descriptors: Educational Games, Mathematics Instruction, Interaction, Program Effectiveness
Pearl, Sandra; Bless, Elizabeth – Science and Children, 2021
The activity presented in this article is an engaging engineering challenge that has been conducted with third- through fifth-grade students in school classrooms and during after-school programs. This article describes the hands-on activity as appropriate for fifth graders that supports the "Next Generation Science Standards." This…
Descriptors: Elementary School Students, Engineering Education, Grade 3, Grade 4
Stout, Jody; Rouse, Rob; Malesic, Jonathan; Krummeck, Katie – Science and Children, 2022
Design thinking--a human-centered approach to problem solving--is a process by which K-12 teachers engage students in solving relevant issues that occur in their schools. In this article, the authors describe a project in which fourth-graders used design thinking to solve an unexpected issue related to a much-anticipated class project. The project…
Descriptors: Grade 4, Elementary School Students, Design, Animals
Li, Xing; Xie, Kui; Vongkulluksn, Vanessa; Stein, David; Zhang, Yi – Journal of Research on Technology in Education, 2023
Computational Thinking (CT) is regarded as a crucial competency for all children in the 21st century. There are misconceptions about CT which confounds CT skills with programming skills. However, CT skills and programming skills are not the same. CT is a broader skillset of cognitive thinking that is integral to complex problem solving. Teaching…
Descriptors: Elementary School Students, Computation, Thinking Skills, Self Concept
Irfan Fauzi; Andika Arisetyawan; Jiraporn Chano – International Online Journal of Primary Education, 2023
This study aims to develop a didactic design using Engklek games to teach the concept of fractions in elementary schools. This study combines a cultural approach, namely Engklek games with mathematics in the concept of fractions. This study used didactical design research, with 2 research subjects, namely 20 students in grade 5 for learning…
Descriptors: Game Based Learning, Elementary School Students, Grade 5, Fractions
Skinner, Ron K.; Harlow, Danielle B. – Journal of Pre-College Engineering Education Research, 2022
The practice of persisting and learning from design failures is essential to engineering design and offers unique ways of knowing and learning for K-12 students. To understand how students engage in the practice of persisting and learning from design failures, we must first understand how, if at all, they recognize that a design failure has…
Descriptors: Recognition (Psychology), Design, Failure, Grade 4
Kim, Beaumie; Bastani, Reyhaneh; Takeuchi, Miwa A. – Pedagogies: An International Journal, 2023
In this article, we discuss embodied mathematical practices in the context of learners' board game (re)design activities. By focusing on "redesigning" a board game as a pedagogical approach, rather than designing one from scratch, we intended to limit the vast creative design possibilities and engage learners more deeply with the…
Descriptors: Games, Teaching Methods, Game Based Learning, Design
Kathy Swan; Laura Darolia; Nick Stamoulacatos – Social Studies and the Young Learner, 2024
In this article, the authors unveil the Trade Book Inquiry Design Model (IDM) blueprint. Anchored in a compelling question inspired by a trade book, the new blueprint is broken into two instructional blocks: "Reading and Comprehension" and "Living Social Studies." The inquiry template is designed to be instructionally efficient…
Descriptors: Elementary Education, Books, Inquiry, Social Studies
Chiang, Feng-Kuang; Chang, Chun-Hao; Wang, Shan; Cai, Rui-Heng; Li, Li – International Journal of Technology and Design Education, 2022
The study aimed to investigate the effect of an interdisciplinary STEM course on children's attitudes of learning and engineering design skills. A total of 449 elementary school children in China were recruited from three different grade levels (i.e., second, fourth and sixth grade) to participate in this study. All participants attended a weekly…
Descriptors: Interdisciplinary Approach, STEM Education, Student Attitudes, Elementary School Students