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Showing 1 to 15 of 44 results Save | Export
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Jaber, Lama Z.; Dini, Vesal; Hammer, David; Danahy, Ethan – Science Education, 2018
The "Framework for K-12 Science Education" (National Research Council, 2012) outlines eight practices to represent the diverse ways scientists construct and evaluate knowledge. Engaging students in these practices is a key instructional target in the science classroom. This target, however, creates particular challenges for online…
Descriptors: Science Education, Elementary Secondary Education, Electronic Learning, Web Based Instruction
Tansomboon, Charissa – ProQuest LLC, 2017
Students studying complex science topics can benefit from receiving immediate, personalized guidance. Supporting students to revise their written explanations in science can help students to integrate disparate ideas and develop a coherent, generative account of complex scientific topics. Using natural language processing to analyze student…
Descriptors: Middle School Students, Secondary School Science, Science Education, Science Instruction
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Owens, Trevor – Cultural Studies of Science Education, 2012
The 2008 commercial video game "Spore" allowed more than a million players to design their own life forms. Starting from single-celled organisms players played through a caricature of natural history. Press coverage of the game's release offer two frames for thinking about the implications of the game. Some scientists and educators saw the game as…
Descriptors: Educational Games, Video Games, Science Interests, Community
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Jeong, Allan; Lee, Woon Jee – Educational Technology Research and Development, 2012
This study examined some of the methodological approaches used by students to construct causal maps in order to determine which approaches help students understand the underlying causes and causal mechanisms in a complex system. This study tested the relationship between causal understanding (ratio of root causes correctly/incorrectly identified,…
Descriptors: Discussion, Computer Software, Teaching Methods, Science Education
Xu Ryan, Qing – ProQuest LLC, 2013
The ability to solve problems in a variety of contexts is becoming increasingly important in our rapidly changing technological society. Problem-solving is a complex process that is important for everyday life and crucial for learning physics. Although there is a great deal of effort to improve student problem solving skills throughout the…
Descriptors: Coaching (Performance), Electronic Learning, Computer Mediated Communication, Computer Assisted Instruction
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Segedy, James R.; Kinnebrew, John S.; Biswas, Gautam – Educational Technology Research and Development, 2013
Betty's Brain is an open-ended learning environment in which students learn about science topics by teaching a virtual agent named Betty through the construction of a visual causal map that represents the relevant science phenomena. The task is complex, and success requires the use of metacognitive strategies that support knowledge acquisition,…
Descriptors: Artificial Intelligence, Computer Simulation, Computer Mediated Communication, Intelligent Tutoring Systems
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Ching, Dixie – Cultural Studies of Science Education, 2012
Researchers and instructional designers are exploring the possibilities of using video games to support STEM education in the U.S., not only because they are a popular media form among youth, but also because well-designed games often leverage the best features of inquiry learning. Those interested in using games in an educational capacity may…
Descriptors: Instructional Design, Constructivism (Learning), Expertise, Video Games
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Ludvigsen, Sten R. – Learning, Media and Technology, 2012
In this article, I develop a perspective on learning as multilayered phenomena. I take a socio-genetic approach in order to understand human activity and to show how categories are a fundamental part of learning in a specific type of institutional practice. In the empirical section, student dialogue is analysed in relation to a set of categories…
Descriptors: Foreign Countries, Secondary School Students, Science Education, Inquiry
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Devolder, A.; van Braak, J.; Tondeur, J. – Journal of Computer Assisted Learning, 2012
Despite the widespread assumption that students require scaffolding support for self-regulated learning (SRL) processes in computer-based learning environments (CBLEs), there is little clarity as to which types of scaffolds are most effective. This study offers a literature review covering the various scaffolds that support SRL processes in the…
Descriptors: Computer Assisted Instruction, Science Education, Scaffolding (Teaching Technique), Self Management
Shapiro, R. Benjamin; Squire, Kurt D. – Educational Technology, 2011
Debates in forums such as "Educational Technology" and the National Academies of Science (National Research Council, 2011) emphasize the promise (and indeed recent successes) of digital game-based learning programs, but also the need for research-driven approaches that carefully delineate learning goals. This article introduces one such…
Descriptors: Educational Technology, Scientific Literacy, Science Education, Interdisciplinary Approach
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Krange, I.; Ludvigsen, Sten – Journal of Computer Assisted Learning, 2009
This article is a methodological contribution to the use of design experiments in educational research. We will discuss the implications of a historical and situated interpretation to design experiments, the consequences this has for the analysis of the collected data and empirically based suggestions to improve the designs of the computer-based…
Descriptors: Educational Research, Interaction Process Analysis, Data Analysis, Teaching Methods
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Chmiel, Marjee – Cultural Studies of Science Education, 2012
This paper is a response to "Challenges and Opportunities: Using a science-based video game in secondary school settings" by Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg, and Nicole Husain. The article highlights two critical areas that I argue require more research in the studies of video games in education. The first area focuses on the…
Descriptors: Educational Games, Play, Video Games, Educational Research
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Clarke, Jody; Dede, Chris – Journal of Science Education and Technology, 2009
One-size-fits-all educational innovations do not work because they ignore contextual factors that determine an intervention's efficacy in a particular local situation. This paper presents a framework on how to design educational innovations for scalability through enhancing their adaptability for effective usage in a wide variety of settings. The…
Descriptors: Educational Innovation, Virtual Classrooms, Case Studies, Middle Schools
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Gressick, Julia; Derry, Sharon J. – International Journal of Computer-Supported Collaborative Learning, 2010
We conducted research within a program serving future mathematics and science teachers. Groups of teachers worked primarily online in an asynchronous discussion environment on a 6-week task in which they applied learning-science ideas acquired from an educational psychology course to design interdisciplinary instructional units. We employed an…
Descriptors: Educational Psychology, Mathematics Education, Science Education, Leadership
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Deniz, Hasan; Cakir, Hasan – Journal of Science Education and Technology, 2006
The purpose of this paper is to describe the development process and the key components of a computer-assisted histology material. Computer-assisted histology material is designed to supplement traditional histology education in a large Midwestern university. Usability information of the computer-assisted instruction (CAI) material was obtained…
Descriptors: Biology, Science Education, Computer Assisted Instruction, Research Methodology
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