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Roland Gesthuizen; Hazel Tan; Gillian Kidman – International Research in Geographical and Environmental Education, 2025
This study explores the use of virtual worlds, specifically Minecraft, on sustainability education and cognitive skills. Using the Teaching to Inspire model as a lens, we examine how students design sustainable virtual buildings and cityscapes aligned with the UN Sustainable Development Goals and the social-ecological systems (SES) framework. Our…
Descriptors: Environmental Education, Sustainability, Video Games, Cognitive Processes
Noppawan Tawalai; Thapanee Seechaliao – Journal of Education and Learning, 2025
Analytical thinking skills were an essential learning process for primary students. The research objectives were to 1) study the current condition, problems, and good practices regarding teaching and learning. 2) develop a blended instructional model using the inquiry process with digital games to enhance analytical thinking skills for elementary…
Descriptors: Elementary School Students, Thinking Skills, Blended Learning, Active Learning
Kok-Sing Tang; Grant Cooper; Natasha Rappa; Martin Cooper; Craig Sims; Karen Nonis – Pedagogies: An International Journal, 2024
This paper explores the pedagogical potential of Generative Artificial Intelligence (GenAI) in secondary education through a dialogic approach to teaching, learning and assessment. It presents an ongoing action research project in collaboration with a high school in Western Australia, involving four teachers to integrate GenAI in their classrooms.…
Descriptors: Foreign Countries, Artificial Intelligence, Dialogs (Language), Inquiry
Ragula, Mounika Reddy – ProQuest LLC, 2019
Higher education in India is considered an essential part of nation-building because education is emphasized as the key driver for the development of the country. With the recognition of the importance of education, the Indian government shows a strong desire to develop a system of higher education to match with global competition in producing…
Descriptors: College Faculty, Teacher Attitudes, Inquiry, Cultural Influences
de Lange, Peter; Goschlberger, Bernhard; Farrell, Tracie; Neumann, Alexander Tobias; Klamma, Ralf – IEEE Transactions on Learning Technologies, 2020
Learning in communities of practice (CoPs) makes up a significant portion of today's knowledge gain. However, only little technological support is tailored specifically toward CoPs and their particular strengths and challenges. Even worse, CoPs often do not possess the resources to host or develop a software ecosystem to support their activities.…
Descriptors: Communities of Practice, Computer Uses in Education, Learning, Computer System Design
Research-Based Learning in Education Studies: Design Inquiry Using Group e-Portfolios Based on Blogs
Marín, Victoria I. – Australasian Journal of Educational Technology, 2020
Research-based learning (RBL) is an approach that aims to engage students in research activities within their study discipline. Since this method puts the focus on the learner, Web 2.0 tools are considered to provide good support in enhancing collaboration processes, which are necessary in conducting research in real-life situations. The link…
Descriptors: Portfolios (Background Materials), Electronic Publishing, Web Sites, Student Research
Yang, Yuqin; van Aalst, Jan; Chan, Carol K. K. – American Educational Research Journal, 2020
This study investigates designs for developing knowledge building (KB) and higher order competencies among academically low-achieving students. Thirty-seven low-achieving students from a ninth-grade visual arts course in Hong Kong participated. The design involved principle-based KB pedagogy, with students writing on Knowledge Forum® (KF),…
Descriptors: Reflection, Student Evaluation, Knowledge Level, Low Achievement
Kyza, Eleni A.; Georgiou, Yiannis – Interactive Learning Environments, 2019
While learning can happen anywhere and everywhere, most educational practices in K-12 are confined within the walls of a classroom and the school; such practices narrowly define learning and exclude the opportunities that an expanded and digitally mediated definition of learning can offer. Augmented reality (AR) technologies offer exciting new…
Descriptors: Computer Simulation, Simulated Environment, Scaffolding (Teaching Technique), Inquiry
Kunnath, Bobby; Kriek, Jeanne – African Journal of Research in Mathematics, Science and Technology Education, 2018
The study aimed to determine the most effective of three pedagogies to improve Grade 12 learners' understanding of the photoelectric effect when the teaching was done using chalk and talk, guided learning with computer simulations (CS) as a demonstration tool and semi-autonomous learning where the learners used the CS individually with limited…
Descriptors: Grade 12, Secondary School Science, Computer Simulation, Science Instruction
Prapti Utami, Retno; Rohaeti, Eli – Online Submission, 2019
This research aimed at describing the effectiveness of the macromedia flash based inquiry learning in improving students' concept understanding in chemistry learning. It was an experimental research with post-test only design. The population was the eleventh-grade science students of state high school 5 Yogyakarta, Indonesia. The sample in this…
Descriptors: Chemistry, Scientific Concepts, Concept Formation, Active Learning
Colton, Jill – Technology, Pedagogy and Education, 2019
Theory provides conceptual tools with which to engage in deep thinking about experiences and a shared language by which we can communicate our understandings. Socio-material theory allows us to take account of the role of technology in the performance of learning identities. This has implications for the way that students are produced as learning…
Descriptors: Self Concept, Teaching Methods, Learning Processes, Information Technology
Larbi-Apau, Josephine; Oti-Boadi, Mabel; Tetteh, Albert – International Journal on E-Learning, 2018
Both computer attitude and eLearning self-efficacy are critical complementary factors in determining confidence levels and behavioral belief systems, and can directly affect students' actions, performances and achievements. This study applied a multidimensional construct in validating computer attitude and eLearning self-efficacy of Psychology…
Descriptors: Computer Attitudes, Electronic Learning, Self Efficacy, Undergraduate Students
Sahin, Semsettin M. S.; Baturay, Meltem Huri – E-Learning and Digital Media, 2016
The purpose of this research study is to investigate the effect of the 5E-learning model supported with WebQuest media on the achievement and satisfaction of students. Therefore, two groups of students were compared in an experimental research design model. The experimental group was exposed to the 5E-learning model supported with WebQuest media;…
Descriptors: Foreign Countries, Academic Achievement, Student Satisfaction, Comparative Analysis
Gil, Einat; Gibbs, Alison L. – Statistics Education Research Journal, 2017
In this study, we follow students' modeling and covariational reasoning in the context of learning about big data. A three-week unit was designed to allow 12th grade students in a mathematics course to explore big and mid-size data using concepts such as trend and scatter to describe the relationships between variables in multivariate settings.…
Descriptors: Foreign Countries, Secondary School Students, Grade 12, Statistics
Vilaça, Teresa – Health Education, 2017
Purpose: The purpose of this paper is to discuss teachers' practices, barriers and facilitating factors associated with a regional school-based action-oriented sexuality education (SE) project with the use of information and communication technology. Design/methodology/approach: This qualitative research was anchored in a constructivist paradigm,…
Descriptors: Case Studies, Sex Education, Teacher Attitudes, Computer Uses in Education