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Showing 1 to 15 of 263 results Save | Export
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Furkan Kalyoncu; Hasan Karal – Education and Information Technologies, 2025
The aim of this study is to design and develop an augmented reality based mobile application (HardwARe teaching material) based on the "Computer Systems" subject outcomes in the 5th grade curriculum. In the design and development phase of the HardwARe teaching material, the design-based research (DBR) method, which is frequently…
Descriptors: Computer Simulation, Technology Uses in Education, Design, Material Development
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Iva Sarifah; Ahmad Muhajir; Arita Marini; Gusti Yarmi; Desy Safitri; Leola Dewiyani – Journal of Education and Learning (EduLearn), 2025
This study aims to develop a mobile game using the QuizWhizzer application to improve fifth graders' learning interest in mathematics at Kalibata 04 Elementary School, South Jakarta, Indonesia. The contribution of this study is to enhance the interest in mathematics learning for students in all elementary schools in South Jakarta, Indonesia. This…
Descriptors: Telecommunications, Handheld Devices, Grade 5, Student Interests
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Zhengye Xu; Duo Liu – Reading and Writing: An Interdisciplinary Journal, 2024
A sample of 144 s- and 150 fourth-grade Chinese children was recruited to investigate the influence of body-object interactions (BOIs) on word recognition, i.e., how easily they could interact physically with each word's referent. The moderation on this relationship of children's screen time for entertainment purposes (i.e., the viewing or use of…
Descriptors: Word Recognition, Children, Visual Aids, Handheld Devices
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Georgina K. Wort; Gareth Wiltshire; Simon Sebire; Oliver Peacock; Dylan Thompson – Journal of School Health, 2024
Background: Wearable technologies offer new opportunities to address in-school physical inactivity. However, children are often excluded from discussing issues which directly impact them, including the use of wearable technologies in a school setting. Thus, the aim of this study is to understand primary school pupils' experiences and perceptions…
Descriptors: Elementary School Students, Student Attitudes, Handheld Devices, Technology
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Xiao-Fan Lin; Wei Zhou; Sirui Huang; Huijuan Huang; Xiyu Huang; Zhaoyang Wang; Yue Zhou; Jing Wang; Xiaoqing Xian; Weiyi Li; Zhong-Mei Liang – Educational Technology & Society, 2024
There is research evidence that creative agency has attracted worldwide attention in mainstream education as it could foster learners' active roles in taking control of their creative processes. However, without appropriate supporting tools, students may struggle to convey their ideas in complex creative practices. Digital storytelling and mobile…
Descriptors: Foreign Countries, Grade 6, Concept Mapping, Story Telling
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Ahmed Alsayer – International Journal of Web-Based Learning and Teaching Technologies, 2025
The current research sought to identify important student achievement predictors from past literature, then use a publicly available dataset to assess the statistical contribution of technology factors above and beyond previously established effects. Using TIMSS data from Saudi Arabia, with data from 5,453 students in fourth grade mathematics and…
Descriptors: Grade 4, Elementary School Students, Foreign Countries, Mathematics Achievement
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Badawi; Purie Nawa Utami; Elizar; Masitoh; Meutia Rachmatia – Elementary School Forum (Mimbar Sekolah Dasar), 2023
This research aimed to develop science teaching media in the form of learning applications that use the help of iSpring Suite. The development of ecosystem material science learning applications is made to maximize the use of smartphones owned by students and reduce the various negative impacts of using Android in learning. The Research and…
Descriptors: Elementary School Students, Grade 5, Science Instruction, Telecommunications
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Seda Özer Sanal; Filiz Elmali – European Journal of Special Needs Education, 2024
The aim of this study is to investigate the effectiveness of Realistic Mathematics Education Strategies Mobile App (REMSAM) on the mathematical problem solving performance of students with learning disabilities (LD). The participants of this study consisted of five children (three girls, two boys) with LD. The study was carried out based on a…
Descriptors: Mathematics Education, Problem Solving, Students with Disabilities, Learning Disabilities
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Norman, Timothy David – Journal of General Music Education, 2022
In this column, I discuss a soundscape composition activity that I implemented with primary/elementary music classes. During this activity, students used the iPad app, iMovie, to record, organize and edit sound to accompany photos of artworks that they had created. Overall, I found iMovie to be a useful app for music composition with general music…
Descriptors: Elementary Education, Music Education, Handheld Devices, Telecommunications
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Yin Yang; Yuyang Cai; Yanjie Song – Educational Technology & Society, 2024
The effect of technology on primary students' self-regulated vocabulary learning (SRVL) over time and its dynamic relationship with vocabulary outcomes have been scarcely studied. This quasi-experimental study reports a longitudinal inquiry into the effect of a mobile-assisted self-regulation scheme on primary students' SRVL and the relationship…
Descriptors: Foreign Countries, Elementary School Students, Grade 4, Educational Technology
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Baltaci, Sehnaz – Journal of Educational Technology and Online Learning, 2022
This study examines the effect of using a personal response system (PRS) on students' academic performance and attitude towards science and technology. The study is conducted during the spring semester of the 2018-2019 academic year in a secondary school in northwestern Turkey. The study is designed as a pre-test and post-test control group…
Descriptors: Student Attitudes, Academic Achievement, Science Education, Foreign Countries
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Akman, Emrah; Çakir, Recep – Interactive Learning Environments, 2023
Recently, virtual reality seems to be deevloping rapidly. However, it can be said that virtual reality is in the early days of adoption for education. Studies show that using virtual reality in education can positively affect students' learning experiences. In this study, the effect of an educational virtual reality game, named "Kesfet…
Descriptors: Educational Technology, Computer Simulation, Elementary School Students, Mathematics Achievement
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Norén, Niklas; Melander Bowden, Helen; Evaldsson, Ann-Carita – Classroom Discourse, 2022
This multimodal conversation analysis study is part of a larger video ethnographic project that explores the media literacy practices that children develop as they use digital and mobile technologies. The study investigates how Swedish students in grades 3-4 make use of text to speech (TTS) technology as an interactional resource during…
Descriptors: Media Literacy, Educational Technology, Handheld Devices, Assistive Technology
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Isik, Ayse Derya – Pedagogical Research, 2023
Language skills have an important place in people's thinking, understanding people around them and expressing themselves. Reading skills, which are among the otherlanguage skills, play a vitalrole for an individual in adapting them into his daily life. Reading should not be interpreted as recognizing merely the letters, the word and articulating…
Descriptors: Foreign Countries, Grade 3, Grade 4, Elementary School Students
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Musti-Rao, Shobana; Telesman, Alana Oif – Journal of Behavioral Education, 2022
This study employed an alternating treatments design to compare the effects of two types of practice conditions on the subtraction fact fluency in a fifth-grade classroom. Eight, fifth-grade students participated in the study over a 5-week intervention period practicing addition and subtraction facts in a "fact families" condition (A +…
Descriptors: Subtraction, Mathematics Skills, Grade 5, Intervention
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