NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 5 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Ioannou, Andri; Antoniou, Chrystalla – Educational Technology & Society, 2016
This article describes an empirical investigation of technology-enhanced peacemaking in a conflict-stressed school environment. The peacemaking intervention required students in conflict-laden groups to collaborate on various game-like learning activities on a multitouch interactive tabletop, over the span of three weeks. Student interviews and…
Descriptors: Intervention, Conflict, Conflict Resolution, Educational Environment
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Bergeson, Kristi; Rosheim, Kay – International Journal of Education in Mathematics, Science and Technology, 2018
This study explored 6th grade students reading of science text on the iPad to better understand how students with varying strengths of comprehending text and current academic abilities interpret text on their iPads. Our study sample compared three students with strong reading scores based on informal reading inventories, standardized tests, and…
Descriptors: Elementary School Students, Grade 6, Technology Uses in Education, Handheld Devices
Peer reviewed Peer reviewed
Direct linkDirect link
Barzilai, Sarit; Zohar, Anat – Cognition and Instruction, 2012
This study examines epistemic thinking in action in order to shed light on the relation between students' personal epistemologies and their online learning practices. The study is based on observations of the learning behaviors of 6th-grade students (n = 38) during two online inquiry tasks. Data were collected through think-aloud protocols and…
Descriptors: Electronic Learning, Protocol Analysis, Online Courses, Learning Strategies
Peer reviewed Peer reviewed
Direct linkDirect link
Tsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng – Educational Technology & Society, 2012
This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and…
Descriptors: Foreign Countries, Educational Games, Computer Games, Outcomes of Education
Peer reviewed Peer reviewed
Direct linkDirect link
Ke, Fengfeng – Computers & Education, 2008
Employing mixed-method approach, this case study examined the in situ use of educational computer games in a summer math program to facilitate 4th and 5th graders' cognitive math achievement, metacognitive awareness, and positive attitudes toward math learning. The results indicated that students developed more positive attitudes toward math…
Descriptors: Case Studies, Computers, Educational Games, Mathematics Instruction