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Jian-hui Wu – Journal of Educational Computing Research, 2025
The objective of this research is to investigate how AI-improved dynamic physical education materials impact middle school education in physical settings. Utilizing a randomized controlled crossover approach, a 16-week study involved 120 students aged 12 to 18 to evaluate the impact of AI-enhanced physical education courses against traditional…
Descriptors: Artificial Intelligence, Physical Education, Instructional Materials, Middle School Students
Marcia A. Barnes; Nathan H. Clemens; Deborah Simmons; Colby Hall; Melissa Fogarty; Amanda Martinez-Lincoln; Sharon Vaughn; Leslie Simmons; Anna-Maria Fall; Greg Roberts – Scientific Studies of Reading, 2024
An inferential comprehension intervention addressing reading comprehension difficulties of middle schoolers was tested. Method Students in Grades 6 to 8 (n = 145; 53.8% female; 71% White; 24% Black) who failed their state literacy test, were randomly assigned to tutor-led, computerized, or business-as-usual [BaU] interventions. Results The…
Descriptors: Tutors, Computer Uses in Education, Inferences, Reading Comprehension
Nurzannah; Muliana; Herizal; Fajriana; Mursalin – Malikussaleh Journal of Mathematics Learning, 2021
This study was conducted to determine the effect of REACT strategy assisted by GeoGebra software on students' mathematical representation ability. This study was quasi-experimental with a quantitative approach. The design used in this study was The Nonequivalent Posttest Only Control Group Design. Four posttest questions were given to 25 students…
Descriptors: Middle School Students, Geometry, Computer Uses in Education, Mathematics Instruction
Guven, Gokhan; Kozcu Cakir, Nevin; Sulun, Yusuf; Cetin, Gurcan; Guven, Emine – Journal of Research on Technology in Education, 2022
The present study aimed to determine the effects of arduino-assisted robotics coding applications integrated into the 5E learning model used in science teaching on students' scientific creativity, robotics attitude and motivation toward science. For this aim, the study was planned according to the convergent parallel mixed research method and was…
Descriptors: Robotics, Science Instruction, Grade 6, Creativity
Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
Kuba, Renata; Rahimi, Seyedahmad; Smith, Ginny; Shute, Valerie; Dai, Chih-Pu – Educational Technology Research and Development, 2021
Over three years, our research team has designed various learning supports for promoting content knowledge and solving game levels. In this case study, we examined the optimal design and the evaluation of learning support videos for a physics educational game. Often studies focus on investigating the effects of research-based principles without a…
Descriptors: Educational Games, Game Based Learning, Physics, Educational Principles
Kuba, Renata; Rahimi, Seyedahmad; Smith, Ginny; Shute, Valerie J.; Dai, Chih-Pu – Grantee Submission, 2021
Over three years, our research team has designed various learning supports for promoting content knowledge and solving game levels. In this case study, we examined the optimal design and the evaluation of learning support videos for a physics educational game. Often studies focus on investigating the effects of research-based principles without a…
Descriptors: Educational Games, Game Based Learning, Physics, Educational Principles
Clarkson, Anne; Zierl, Lori – Journal of Extension, 2018
The eParenting: High-Tech Kids program addresses the positive role technology can play in parenting 9- to 14-year-olds. Delivered via middle schools' parent email lists, the program comprises 56 "posts" (articles) related to positive uses of digital media/technology in parenting preteens and teens. In 2016 alone, nearly 35,000 Wisconsin…
Descriptors: Parent Education, Online Courses, Parenting Skills, Parent School Relationship
Wulff, Eric P.; Romine, William; Sadler, Troy D.; Womack, A. J.; Laffey, James M.; Goggins, Sean P.; Griffin, Joseph; Sigoloff, Justin – Grantee Submission, 2019
This study explores middle school student learning of Next Generation Science Standards aligned content and practices associated with use of an innovative virtual learning environment. The learning environment, a computer-based game called Mission HydroSci (MHS), was developed with the aim of supporting student learning of water systems science…
Descriptors: Academic Standards, Alignment (Education), Middle School Students, Computer Games
Hyunjun Cho – ProQuest LLC, 2021
The purpose of the current study is to explore Korean middle school students' perceptions and the results of their vocabulary test scores related to vocabulary development utilizing Quizlet language learning software. 520 Korean EFL middle school students in all grades were divided into two groups in each grade: the Quizlet group as an…
Descriptors: English (Second Language), Second Language Instruction, Vocabulary Development, Language Acquisition
Bielik, Tom; Opitz, Sebastian T.; Novak, Ann M. – Education Sciences, 2018
Past research has identified elements underlying modeling as a core science and engineering practice, as well as dimensions along which students' learn how to use models and how they perceive the nature of modeling. To extend these findings by a perspective on how modeling practice can be used in classrooms, we used design-based research to…
Descriptors: Models, Middle School Students, Grade 7, Water Quality
Gould, Deena L.; Parekh, Priyanka – Journal of Science Education and Technology, 2018
Engaging in argumentation from evidence is challenging for most middle school students. We report the design of a media-based mentoring system to support middle school students in engaging in argumentation in the context of a game-infused science curriculum. Our design emphasizes learners apprenticing with college student mentors around the…
Descriptors: Mentors, Persuasive Discourse, Educational Games, Science Instruction
Roy, Amit; Ikonen, Risto; Kumar, Kuldeep; Keinonen, Tuula – Discourse and Communication for Sustainable Education, 2018
A potential health crisis looms large in the Punjab, India where alcohol consumption has risen dramatically. Adolescents are especially vulnerable to the toxic effects of alcohol. This empirical study presents a pedagogical intervention, Children as Agents of Social Change (CASC), which aimed to raise awareness about the effects of alcohol using…
Descriptors: Foreign Countries, Adolescent Attitudes, Drinking, Computer Mediated Communication
Lee, June; Lee, Yunoug; Kim, Mi Hwa – Turkish Online Journal of Educational Technology - TOJET, 2015
SNS use by youth is a growing trend. However, there is a lack of studies on how the application of SNS can contribute to learning and public education for youth. As SNS was not originally developed for educational purposes, there is a possibility that it can be used for meaningful educational activity or that its application can lead to the…
Descriptors: Middle School Teachers, Middle School Students, Social Media, Teacher Attitudes
Berland, Matthew; Wilensky, Uri – Journal of Science Education and Technology, 2015
Both complex systems methods (such as agent-based modeling) and computational methods (such as programming) provide powerful ways for students to understand new phenomena. To understand how to effectively teach complex systems and computational content to younger students, we conducted a study in four urban middle school classrooms comparing…
Descriptors: Robotics, Comparative Analysis, Computer Simulation, Systems Approach