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Fahrettin Asici; Cengiz Çinar – Journal of Educational Technology and Online Learning, 2025
This study aimed to examine the effect of using Excel in teaching fractions in a 6th grade mathematics course on students' academic achievement and attitudes. To achieve this, a quasi-experimental design with a pretest-posttest control group was implemented. The research involved 62 students from a public secondary school in a central province of…
Descriptors: Computer Software, Spreadsheets, Technology Uses in Education, Fractions
Norphealey Eang; Sirirat Petsangsri; John Morris – LEARN Journal: Language Education and Acquisition Research Network, 2025
English writing and critical thinking are not only fundamental to academic success but also play a crucial role for the holistic development of primary students. This study investigated the effects of a cloud-based gamified instruction integrating peer assessment on primary student English writing and critical thinking. A pre- and post-test with a…
Descriptors: Game Based Learning, Computer Software, Grade 6, Critical Thinking
Gyeltshen, Lotey; English, Rebecca – Shanlax International Journal of Education, 2021
This quasi experimental study examined the effect of technology based teaching approaches on the 6th grade students' learning in social studies subject. The participants of the study included two classes of 6th grade students: control group (n=25) and experimental group (n=24) in one of the middle schools in Bhutan. The research instruments…
Descriptors: Social Studies, Technology Integration, Video Technology, Computer Software
Chen, Chia-Chen; Huang, Po-Hao – Interactive Learning Environments, 2023
In order to explore whether STEAM education in combination with elementary school curriculums can help students' learning performance, this study developed a digital learning system. This digital learning system combined STEAM concepts with elements of gamebased learning. This study developed the curriculum content based on the unit of…
Descriptors: Art Education, STEM Education, Electronic Learning, Handheld Devices
Chen, Yan; Mayall, Hayley J.; Smith, Thomas J.; York, Cynthia S. – AERA Online Paper Repository, 2023
This study reports the integrated findings of a mixed-methods sequential explanatory study that investigated the feasibility and effectiveness of mobile-based writing tools (MBWTs) as well as gender differences that emerged from these learning effects in the narrative writing skills of a group of sixth to seventh grade Latinx English Learners…
Descriptors: Cultural Background, Gender Differences, Writing Instruction, Writing Skills
Fluck, Andrew E.; Ranmuthugala, Dev; Chin, C. K. H.; Penesis, Irene; Chong, Jacky; Yang, Yang; Ghous, Asim – Education and Information Technologies, 2020
The Calculus for Kids project was deliberately designed to use computers in the transformation of curriculum. The intervention used multi-media learning materials to assist teachers and Year 6 (aged 11-12 years) students understand the principles of integral calculus. They used Maple mathematics software to solve real-world problems using these…
Descriptors: Elementary School Students, Elementary School Mathematics, Grade 6, Calculus
Gutica, Mirela; Petrina, Stephen – International Journal of Game-Based Learning, 2021
Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an…
Descriptors: Educational Games, Mathematics Instruction, Student Attitudes, Grade 6
Shawn M. Donnelly – ProQuest LLC, 2021
The purpose of this study is to evaluate the effectiveness of IXL Math online software in raising student achievement on the New York State Math exam, with special focus on effects by student gender, ethnicity and disability status. The study includes an analysis of the relationship between scale scores and time spent using the IXL system, number…
Descriptors: Computer Software, Electronic Learning, Academic Achievement, Urban Schools
Korucu, Agâh Tugrul; Totan, Havva Nur – Online Submission, 2019
Information technologies literate is an individual who produces information, can use it functionally in life, can solve problems, think critically, has entrepreneurial, stable, communication skills, empathizes, contributes to society and culture etc. The purpose of this research is to examine the effectiveness of "Information Technologies and…
Descriptors: Information Technology, Computer Software, Citizenship, Student Attitudes
Samosa, Resty; Ilagan, Clariza; Ballaran, Bria Clorris; Margallo, Saira; Sunga, Rhona May – Online Submission, 2021
This study is intended on the development of the learners' reading comprehension and story analysis skills under the implementation of PowToon as an innovative instructional material for learners' development in reading comprehension and story analysis skills. This study provided various evidence on how innovation can be a great step in developing…
Descriptors: Reading Comprehension, Elementary School Students, Literary Criticism, Action Research
Genc, Humeyra – Turkish Online Journal of Educational Technology - TOJET, 2012
The present study tried to evaluate the 6th grade students' attitudes towards the use of a CALL program which is called BELT Success used in English language learning course in a private school, the relationship to students' attitudes to their English language proficiency level, and finally teachers` experiences and opinions towards the use of…
Descriptors: Foreign Countries, Computer Assisted Instruction, Blended Learning, Interviews
Castledine, Alanah-Rei; Chalmers, Chris – Design and Technology Education, 2011
With the current curriculum focus on correlating classroom problem solving lessons to real-world contexts, are LEGO robotics an effective problem solving tool? This present study was designed to investigate this question and to ascertain what problem solving strategies primary students engaged with when working with LEGO robotics and whether the…
Descriptors: Foreign Countries, Problem Solving, Grade 6, Relevance (Education)
What Works Clearinghouse, 2010
"PLATO[R] Achieve Now" is a software-based curriculum for the elementary and middle school grades. Instructional content is delivered via the PlayStation Portable (PSP[R]) system, allowing students to access learning materials in various settings. Software-based assessments are used to customize individual instruction, allowing students…
Descriptors: Educational Research, Elementary School Mathematics, Secondary School Mathematics, Computer Software
Lin, Janet Mei-Chuen; Yang, Mei-Ching – Journal of Computers in Mathematics and Science Teaching, 2009
In this study half of 52 sixth graders learned to program in MSWLogo and the other half in Drape. An analysis of students' test scores revealed that Drape (an iconic language) seemed to have a steeper learning curve than MSWLogo (a textual language). However, as students gradually became more familiar with either language, the difference in…
Descriptors: Elementary School Students, Programming Languages, Science Achievement, Instructional Effectiveness
Kim, Hye Jeong; Pedersen, Susan – Computers & Education, 2011
Hypothesis development is a complex cognitive activity, but one that is critical as a means of reducing uncertainty during ill-structured problem solving. In this study, we examined the effect of metacognitive scaffolds in strengthening hypothesis development. We also examined the influence of hypothesis development on young adolescents'…
Descriptors: Problem Based Learning, Problem Solving, Early Adolescents, Program Effectiveness