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Niina Niinimäki; Kati Sormunen; Pirita Seitamaa-Hakkarainen; Sini Davies; Kaiju Kangas – Journal of Computer Assisted Learning, 2025
Background: Implementing maker education in schools is on the rise, fuelled by its potential to move formal education towards a creative, technology-driven 21st century learning culture. In maker education, collaborative learning takes place through and around various digital and traditional technologies, which provide the means for students'…
Descriptors: Cooperative Learning, Experiential Learning, Technological Literacy, Student Projects
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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
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Chang, Yu-Shan; Chou, Chia-Hui; Chuang, Meng-Jung; Li, Wen-Hung; Tsai, I.-Fan – Interactive Learning Environments, 2023
This study investigated the effects of teaching via virtual reality (VR) on creative design performance and creative experiential learning processes by using a pretest--post-test nonequivalent group design to sample 138 seventh graders from a junior high school in Taipei City. The main conclusions from this study are: (1) VR has significant…
Descriptors: Foreign Countries, Computer Simulation, Creativity, Design
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Gök, Bahattin; Sürmeli, Hikmet – Asian Journal of University Education, 2022
Toys used as a play tool have an important role in the development of children. For this reason, it is necessary to offer children the opportunity to design their own toys. Scientific toys can be used in science lessons to encourage creativity and to teach science concepts and scientific inquiry. With the integrated STEM Education and specifically…
Descriptors: STEM Education, Toys, Design, Creativity
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Scott R. Bartholomew; Nathan Pehrson – Technology and Engineering Teacher, 2023
A group of adults, dressed in authentic medieval costumes, organize and stage a full-scale battle at a local park; weapons (made from foam), roles, and medieval speech are all part of the event. This is known as "Live Action Role Play" -- more commonly referred to as "LARP." Although many settings and scenarios have been used…
Descriptors: Role Playing, Learning Activities, Engineering Education, Design
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Ayverdi, Leyla; Sahin, Erhan; Sar, Ugur – Journal of Inquiry Based Activities, 2023
The study aims to present how to apply a STEM activity in which physical computing principles and computational thinking processes are used as a differentiation practice to be used in the education of gifted students. In the activity, the students designed smart packaging that will provide healthy long-term storage of foods to solve the greenhouse…
Descriptors: STEM Education, Learning Activities, Academically Gifted, Conservation (Environment)
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Beth Hosek; Anastasia Kitsantas; Shannon King; Roy Echeverria; Sahar Wahidi – Social Psychology of Education: An International Journal, 2024
The purpose of the present study was to explore the voices of high- and low-achieving middle school students around the function and utility of a student-engaged design learning how to learn intervention. The intervention was a year-long standard elective course in the curriculum in which all students enrolled during their time in middle school.…
Descriptors: Middle School Students, Rural Schools, Low Achievement, High Achievement
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Sayiner Tug; Bahadir Namdar – Science Insights Education Frontiers, 2024
This study aimed to investigate grade-7 students' negotiation during the engineering design process regarding the students' status of argumentation training. The participants were 33 students studying at a public urban middle school in Turkey. They worked in small groups on four engineering design tasks about electricity and light. Data were…
Descriptors: Persuasive Discourse, Engineering Education, Design, Grade 7
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Chang, Chu-Yang; Du, Zhengyi; Kuo, Hsu-Chan; Chang, Chih-Ching – IEEE Transactions on Education, 2023
Contribution: This study represents the first systematic attempt to develop Science, Technology, Engineering, Arts, and Mathematics (STEAM) integrated project-based learning (PBL) as a transdisciplinary teaching method for fostering students' creativity and computational thinking (CT) skills. Background: With the growing importance of creativity…
Descriptors: Junior High Schools, Grade 7, Design, Cognitive Processes
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Ozkan, Gulbin; Umdu Topsakal, Unsal – International Journal of Technology and Design Education, 2021
Creativity has an important role in many scientific processes which constitute a large and complex structure. It is difficult to identify and measure. Students' creativity can be enhanced through specific education programs. The aim of this study was to develop a science, technology, engineering, art, mathematics (STEAM) design process program for…
Descriptors: STEM Education, Art Education, Design, Creativity
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Allison Liu; Jenny Yun-Chen Chan; Ji-Eun Lee; Lauren E. Decker-Woodrow; Shihfen Tu; Adam Sales; Craig A. Mason – Grantee Submission, 2022
The current study investigated how prior knowledge moderated the effects of three educational technologies ("From Here to There," "DragonBox 12+," and problem sets in "ASSISTments") on seventh-grade students' later algebraic knowledge. Pretest scores only moderated effects of "From Here to There," with…
Descriptors: Prior Learning, Program Effectiveness, Game Based Learning, Intervention
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Cindy Peng; Conrad Borchers; Vincent Aleven – Grantee Submission, 2024
Prior studies identified effective, but mainly non-digital, homework aids. This research involved 18 middle school students in a lo-fi prototyping study to integrate traditional homework support tools with intelligent tutoring systems (ITS), leveraging rich log data for personalized learning. Feature investigations in standardized diaries, goal…
Descriptors: Middle School Students, Intelligent Tutoring Systems, Homework, Design
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Oflaz, Gülçin – Educational Policy Analysis and Strategic Research, 2023
If chosen carefully according to teaching purposes and incorporated into the curriculum, games can enhance teaching and learning. The use of didactic games while teaching maths can support students' motivation and performance during the lesson. Therefore, educational games should be preferred in maths classes as an alternative teaching method. In…
Descriptors: Educational Games, Preservice Teachers, Mathematics Teachers, Models
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Wind, Stefanie A.; Alemdar, Meltem; Lingle, Jeremy A.; Moore, Roxanne; Asilkalkan, Abdullah – International Journal of STEM Education, 2019
Typical approaches to assessing students' understanding of the engineering design process (EDP) include performance assessments that are time-consuming to score. It is also possible to use multiple-choice (MC) items to assess the EDP, but researchers and practitioners often view the diagnostic value of this assessment format as limited. However,…
Descriptors: Engineering Education, Design, Grade 7, Academic Achievement
Dina Thomason – ProQuest LLC, 2023
There is an ever-increasing need for technologically literate citizens to find creative ways to solve societal problems. STEM, the integration of science, technology, engineering, and mathematics subjects continues to be a popular topic as schools grapple with how to best prepare students for an ever-evolving society. As societal and technological…
Descriptors: Middle School Students, Grade 7, STEM Education, Technological Literacy
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