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Showing all 10 results Save | Export
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Russo, Toby; Russo, James – Australian Primary Mathematics Classroom, 2022
This article provides a task that can be used effectively for exploring arrays in middle and upper primary schools, and the notion of prime and composite numbers in particular. As students are engaging in these activities, teachers can encourage them to record their arrays both diagrammatically and as number sentences.
Descriptors: Mathematics Activities, Multiplication, Visual Aids, Middle School Students
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Sylviane Valdois; Ahmed Zaher; Svetlana Meyer; Julien Diard; Sonia Mandin; Marie Line Bosse – Reading Research Quarterly, 2025
Longitudinal studies on mainstream children and training studies in the dyslexic population suggest that visual attention span (VAS) abilities contribute to reading acquisition. We evaluated to what extent VAS training in beginning readers might enhance later literacy skills. A large cohort of 453 children was followed from the beginning to the…
Descriptors: Attention Span, Visual Aids, Game Based Learning, Intervention
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Qing Yu; Kun Yu; Baomin Li – Journal of Educational Computing Research, 2025
Computer programming is regarded as an important skill for the future. However, many K-12 students face challenges and difficulties in learning traditional text-based programming. Block-based visual programming (BVP) can reduce the difficulty of learning programming and is seen as a potential programming education tool. Nevertheless, the effects…
Descriptors: Programming, Computer Science Education, Visual Aids, Outcomes of Education
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Kylie S. Flynn; Linlin Li; Chun-Wei Huang; Ruchita Patel; Kim Luttgen; Shuangting Yang; Eunice Chow – Grantee Submission, 2024
We used a cluster-randomized controlled trial to examine the impacts of a technology- and game-based social-emotional program, the "Adventures Aboard the S.S. GRIN" ("Adventures"), on students' social skills development. Eighty-eight third-grade classrooms (N = 1645 third-grade students) across four California public school…
Descriptors: Social Emotional Learning, COVID-19, Pandemics, Technology Uses in Education
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Ali Alqarni – Journal of Educational Computing Research, 2025
This study examined the effect of gamification on visual programming and computational thinking skills among primary school students, aiming to investigate how gamified learning environments enhance cognitive skill development and conceptual integration compared to traditional teaching methods. A quasi-experimental design was employed, involving…
Descriptors: Thinking Skills, Game Based Learning, Achievement Tests, Teaching Methods
Lubna Abdullah Alzayyat – ProQuest LLC, 2024
Leisure activities are important in assisting individuals with autism spectrum disorder (ASD) to build relationships, learn to behave socially appropriately, and acquire new interests--competences that assist in cultivating positive self-consciousness (Specht et al., 2002; Womack et al., 2011). Statistics indicate that 2.3% of 8-year-old children…
Descriptors: Arabs, Minority Group Students, Autism Spectrum Disorders, Video Games
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Ramo Akgun, Nergis; Girgin, Derya – Educational Policy Analysis and Strategic Research, 2019
The primary role of NTC (Nikola Tesla Center) is to use new discoveries in the field of neurology in classrooms and in everyday life. This learning program consists of various activities and games for children. This experimental research was carried out in one government primary school in Canakkale, Turkey. 27 students from the third grade (17…
Descriptors: Foreign Countries, Public Schools, Learning Activities, Children
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Lu, Su-Ju; Liu, Ying-Chieh; Chen, Po-Ju; Hsieh, Mu-Rong – Interactive Learning Environments, 2020
Emerging technologies have been widely used in applications designed to increase potential for learning enhancement. This study develops a mobile application to integrate augmented reality (AR) functionality into physical puzzle-type games. In the application, learners see visualizations of three-dimensional (3D) dinosaurs and interact with…
Descriptors: Game Based Learning, Puzzles, Computer Simulation, Science Achievement
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Vungthong, Sompatu – rEFLections, 2018
The 21st century marks the digital era which is characterised by advanced technology and witnesses the increasing use of visual design in the realm of education. Despite various studies addressing the roles of visual design, there is still limited understanding of its roles in electronic educational materials, especially for language learning and…
Descriptors: Visual Aids, Design, English (Second Language), Second Language Learning
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Kommers, Piet, Ed.; Issa, Tomayess, Ed.; Isaías, Pedro, Ed.; Hui, Wendy, Ed. – International Association for Development of the Information Society, 2019
These proceedings contain the papers and poster of the 6th International Conference on Educational Technologies 2019 (ICEduTech 2019), which has been organised by the International Association for Development of the Information Society and co-organised by the Lingnan University, in Hong Kong, February 8-10, 2019. ICEduTech is the scientific…
Descriptors: Educational Technology, Elementary School Students, Reflection, Computer Mediated Communication