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Stefano Scippo; Serena Madiai; Stefano Cuomo – Journal of Information Technology Education: Research, 2025
Aim/Purpose: This study aims to assess the effectiveness of a tessellation-based instructional program supported by digital technologies for enhancing geometric learning in primary school pupils. Background: Digital education offers various benefits, including increased motivation and engagement, and has been shown to be effective in teaching…
Descriptors: Mathematics Instruction, Geometry, Computer Assisted Instruction, Elementary School Students
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Lisnani; Afiliana Likurnia Stevani; Benidiktus Tanujaya; Sri Adi Widodo – Mathematics Teaching Research Journal, 2025
The development of Android-based mathematics learning media aligns with the advancements of Industrial Era 5.0. This study aims to develop an Android-based mathematics learning media on geometry that is contextually relevant to tourist destinations. The methodology employed was the ADDIE approach, comprising five phases: analysis, design,…
Descriptors: Geometry, Tourism, Mathematics Instruction, Grade 4
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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
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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
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Yijia Yuan – Interactive Learning Environments, 2024
This experimental research examined the effectiveness of using chatbots in English as a Foreign Language (EFL) classrooms at a Chinese elementary school. Seventy-four students were divided into two groups: one employing traditional methods, and the other using chatbots. Before and after the 3-month teaching period, pre- and post-tests were used to…
Descriptors: Artificial Intelligence, Computer Software, Synchronous Communication, English (Second Language)
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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
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Casper J. D. Jensen; Teresa Cadierno – Language Learning Journal, 2024
The number of learners seeking to acquire an L2 by means of apps is ever-increasing. This study examined the effectiveness of using the app "Mondly" for the acquisition of L2 English vocabulary while accounting for differences in the acquisition of receptive and productive aspects of word knowledge. Twelve Danish young learners (aged…
Descriptors: Receptive Language, Expressive Language, Correlation, Computer Assisted Instruction
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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
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Doster, Hannah; Cuevas, Josh – International Journal on Social and Education Sciences, 2021
Teaching mathematics involves a variety of techniques and approaches in order to reach students' academic needs in a way that aids them in achieving at the level required by state standards. One of the ways that educators are meeting the needs of their students is through using computer-based programs. In this study, 17 fifth grade students were…
Descriptors: Computer Software, Teaching Methods, Feedback (Response), Mathematics Instruction
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Tran-Duong, Quoc Hoa – International Journal of Instruction, 2021
The programmed instruction helps each student gain knowledge with different time or sequences, depending on available knowledge, ability, and learning speed. With this method, students can perform self-evaluation and self-regulation in learning activities. This article presents the application of the programmed instruction method in designing the…
Descriptors: Courseware, Computer Software, Teaching Methods, Computer Assisted Instruction
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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
Samosa, Resty C.; Barribal, Jemie; Cupan, Roschelle S.; Pagulayan, Jane R.; Tampipi, Jessalyn N. – Online Submission, 2021
This study assessed the effectiveness of an online-merge-offline Jamboard application as an innovation in teaching word problems to Grade 4 learners was evaluated in this study. The research evaluates a learner's level of mathematical word problem skills in terms of understanding, devising a plan, solving a problem, and interpreting, as well as…
Descriptors: Teaching Methods, Mathematics Instruction, Grade 4, Elementary School Students
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Budasi, I. Gede; Ratminingsih, Ni Made; Agustini, Ketut; Risadi, Md. Yudyantara – International Journal of Instruction, 2020
The purpose of this study was to investigate whether there was a significant effect of Power Point game on young learners' learning motivation and English achievement involving learners' perception of it. Based on the characteristics of quantitative research methods, the post-test only control group quasi-experimental design was used to test the…
Descriptors: Computer Software, Student Motivation, Academic Achievement, Student Attitudes
Elnaz Sarabchian – ProQuest LLC, 2021
Quasi-experimental research was conducted to examine the effect of game-based student response systems (GBSRS) on student achievement and self-efficacy in languages other than English (LOTE). The research employed a pretest-posttest, non-equivalent control group design in which 170 third and fourth-grade students participated in a 12-session…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
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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
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