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Shuaizhen Jin; Zheng Zhong; Kunyan Li; Chen Kang – Education and Information Technologies, 2024
This study utilizes a comparative experimental research method to investigate the effect of the Predict, Observe, Explain, and Evaluate (POEE) learning strategy in an immersive virtual environment (IVE) on two types of learners with different levels of prior knowledge. One type referred to as Highly Experienced and Knowledgeable (HEK) learners,…
Descriptors: Active Learning, Inquiry, Prior Learning, Electronic Learning
Kuan-Fu Chen; Gwo-Jen Hwang; Mei-Rong Alice Chen – Educational Technology Research and Development, 2024
Many studies have incorporated concept maps into digital games to enable learners to make connections between subject concepts in the game. However, most learners do not associate spontaneously with the thematic concepts in the game but need to be facilitated by effective scaffolding mechanisms to reconceptualize the learning process and content.…
Descriptors: Concept Mapping, Game Based Learning, Learning Strategies, Grade 7
Sirin Küçük-Avci; Özcan Erkan Akgün; Fatime Balkan-Kiyici – Education and Information Technologies, 2024
This study aimed to juxtapose the impacts of the Problem-Based Learning (PBL) methodology implemented within a three-dimensional (3D) virtual environment against PBL in a conventional face-to-face setting, along with a control group, on students' learning performance, conceptual comprehension, and spatial aptitude. The investigation concentrated…
Descriptors: Problem Based Learning, Educational Technology, Electronic Learning, In Person Learning
Eva Fidia Lestari; Masagus Firdaus; Hanni Yukamana – Journal of English Teaching, 2024
The pandemic has affected many aspects of our lives including education and that has caused the Government to provide alternative teaching methods and make recommendations for online learning. Since smartphones and laptops using the internet are the only tools for learning, students are increasingly playing online games and being exposed to…
Descriptors: Grade 7, Computer Games, Video Games, Game Based Learning
Erkan Er; Safak Silik; Sergen Cansiz – Journal of Learning Analytics, 2024
E-learning platforms have become increasingly popular in K--8 education to promote student learning and enhance classroom teaching. Student interactions with these platforms produce trace data, which are digital records of learning processes. Although trace data have been effective in identifying learners' engagement profiles in higher education…
Descriptors: Foreign Countries, Elementary Secondary Education, Grade 1, Grade 2
Rikke Maagaard Gregersen – Digital Experiences in Mathematics Education, 2024
The study advances the instrumental approach to mathematics education (Drijvers et al., 2013; Trouche, 2003), aiming to elucidate the interplay between students' reasoning competency, conceptual knowledge and tool utilisation in dynamic digital geometry and algebra environments. The dynamic properties of these environments pose a nuanced…
Descriptors: Grade 7, Mathematics Education, Electronic Learning, Technology Uses in Education
Narges Sardabi; Amir Ghajarieh; Navid Atar Sharghi; Leyla Rahmani – Journal of Teaching and Learning, 2025
Oral-corrective feedback (CF) has often been a significant concern in Teaching English as a Foreign Language (TEFL). This study sought to investigate teachers' and students' attitudes toward the oral CF in traditional and technology-enhanced classes. It also investigated the extent to which teachers' attitudes toward the oral CF matched their…
Descriptors: Oral Language, Feedback (Response), Error Correction, Teacher Attitudes
I. Ketut Yoda; Indra Kasih; Taqi Ilra – Journal of Education and e-Learning Research, 2024
The objective of this study is to develop e-modules for bump pass learning for seventh-grade students. This study identified the problems and needs of students in learning bump pass skills, e-module eligibility and the effect of the e-module on students' bump pass skills. Two groups of seventh grades, two teachers serving as content experts and…
Descriptors: Team Sports, Student Athletes, Skill Development, Middle School Students
Meital Amzalag; Dorin Kadusi; Shimon Peretz – Journal of Educational Computing Research, 2024
Abundant research has tried to understand how games can be designed and used effectively to improve the learning process and to examine the correlations between digital learning games and student motivation, engagement, and knowledge retention. The current study examined the correlation between learning through digital game-based learning (DGBL)…
Descriptors: Learner Engagement, Academic Achievement, Game Based Learning, Electronic Learning
Belimar Ramos Rosario – ProQuest LLC, 2022
Teachers today have a revolutionary role of introducing techniques to their students to enhance learning in traditional classroom settings. To accomplish this, teachers have to use blended learning strategies such as flipped classroom to enhance learning by blending online and face-to-face settings. However, to apply these strategies teachers have…
Descriptors: Flipped Classroom, English (Second Language), Learning Readiness, Secondary School Teachers
Jake McMullen; Antti Koskinen; Tomi Kärki; Antero Lindstedt; Saku Määttä; Hilma Halme; Erno Lehtinen; Minna M. Hannula-Sormunen; Kristian Kiili – Mathematical Thinking and Learning: An International Journal, 2024
Adaptive expertise is a highly sought after, but difficult to achieve, outcome of mathematics education. Many teaching methods appear to support the development of adaptive expertise only in a small proportion of students. Game-based learning environments may be useful for supporting adaptive expertise. Therefore, we carried out a…
Descriptors: Game Based Learning, Number Concepts, Knowledge Level, Intervention
Hsu, Chia-Yu; Horikoshi, Izumi; Li, Huiyong; Majumdar, Rwitajit; Ogata, Hiroaki – Smart Learning Environments, 2023
The development of technology enables diverse learning experiences nowadays, which shows the importance of learners' self-regulated skills at the same time. Particularly, the ability to allocate time properly becomes an issue for learners since time is a resource owned by all of them. However, they tend to struggle to manage their time well due to…
Descriptors: Foreign Countries, Grade 7, Independent Study, Time Factors (Learning)
Korkman, Nurullah; Metin, Mustafa – Journal of Science Learning, 2021
This study aims to specify the effect of inquiry-based collaborative learning and inquiry-based online collaborative learning methods on students' success and permanent learning. In this quantitative study, a pre-test post-test non-equalized control group model of quasi-experimental design has been used. The study's sample comprises 64 students,…
Descriptors: Active Learning, Inquiry, Cooperative Learning, Electronic Learning
Lauren E. Decker-Woodrow; Craig A. Mason; Ji-Eun Lee; Jenny Yun-Chen Chan; Adam Sales; Allison Liu; Shihfen Tu – Grantee Submission, 2023
The current study investigated the effectiveness of three distinct educational technologies--two game-based applications (From Here to There and DragonBox 12+) and two modes of online problem sets in ASSISTments (an Immediate Feedback condition and an Active Control condition with no immediate feedback) on Grade 7 students' algebraic knowledge.…
Descriptors: Educational Technology, Algebra, COVID-19, Pandemics
Lauren E. Decker-Woodrow; Craig A. Mason; Ji-Eun Lee; Jenny Yun-Chen Chan; Adam Sales; Allison Liu; Shihfen Tu – AERA Open, 2023
The current study investigated the effectiveness of three distinct educational technologies--two game-based applications (From Here to There and DragonBox 12+) and two modes of online problem sets in ASSISTments (an Immediate Feedback condition and an Active Control condition with no immediate feedback) on Grade 7 students' algebraic knowledge.…
Descriptors: Educational Technology, Algebra, COVID-19, Pandemics