Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 3 |
Descriptor
Source
International Journal of… | 3 |
Author
Alper, Ayfer | 1 |
Atun, Handan | 1 |
Moyenga, Moussa | 1 |
Sariçam, Ugur | 1 |
Talan, Tarik | 1 |
Yildirim, Mehtap | 1 |
Çinar, Dinçer | 1 |
Öztas, Elif Sengün | 1 |
Publication Type
Journal Articles | 3 |
Information Analyses | 2 |
Reports - Research | 1 |
Education Level
Elementary Secondary Education | 2 |
Higher Education | 2 |
Postsecondary Education | 2 |
Elementary Education | 1 |
Grade 6 | 1 |
Intermediate Grades | 1 |
Middle Schools | 1 |
Audience
Location
Turkey | 2 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Talan, Tarik – International Journal of Technology in Education and Science, 2021
This research aims to examine the experimental studies on the impact of simulation technique on students' academic achievement using the meta-analysis method. The previous studies that could be meta-analyzed were examined based on the criteria set out in this study. Finally, 91 studies that were conducted between 2010-2020 years and met the…
Descriptors: Computer Simulation, Instructional Effectiveness, Teaching Methods, Academic Achievement
Alper, Ayfer; Öztas, Elif Sengün; Atun, Handan; Çinar, Dinçer; Moyenga, Moussa – International Journal of Technology in Education and Science, 2021
Changes in the lifestyles of human beings keep up with science and technology in tandem with the growth of science and technology. As in all fields, expectations are influenced by the advancement of science and technology for the use of emerging technologies in educational environments. By empowering the physical world with virtual information,…
Descriptors: Educational Research, Educational Technology, Technology Integration, Instructional Effectiveness
Sariçam, Ugur; Yildirim, Mehtap – International Journal of Technology in Education and Science, 2021
This research is determined to investigate the effects of STEM activities practiced by using digital games in 6th-grade science classes on students' level of interest in STEM fields and their scientific creativity. As a digital game, Minecraft Education Edition was applied. As a data collecting tool for this survey, the STEM Career Interest Survey…
Descriptors: Instructional Effectiveness, STEM Education, Game Based Learning, Video Games