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Showing 1 to 15 of 31 results Save | Export
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Bell, Linda; Connelly, Vincent; Grünke, Matthias; Schulden, Matthias – Insights into Learning Disabilities, 2023
In this pilot single-case study, we evaluated the effects of using LEGO® as a tool for students identified with disabilities to improve their expressive writing performance. We applied a simple ABA reversal design to test whether the intervention was effective with four seventh graders. Social validity data were also obtained. Findings indicate…
Descriptors: Toys, Intervention, Writing Achievement, Grade 7
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Dhvani Toprani; Marcela Borge – Journal of Computer Assisted Learning, 2025
Background: In this paper, we extend findings from previous iterations of a design-based project called ThinkerSpaces design studios that promotes human-centred design among children. ThinkerSpaces design studios is a play-based afterschool club that follows principles of embedded design by prioritising learner agency, exploration and ongoing…
Descriptors: Children, After School Programs, Play, Technology Uses in Education
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Bjørgen, Anne Mette – Education 3-13, 2022
This article investigates how 9-13 years old pupils interpret activities involving the use of tablets in two Norwegian primary schools. The theoretical context draws on Goffman's frame analysis and on research on young people's digital literacy practices as socially situated meaning-making practices. Data was gathered through group interviews. The…
Descriptors: Tablet Computers, Foreign Countries, Elementary School Students, Digital Literacy
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Shi, Aili; Wang, Yamin; Ding, Nan – Interactive Learning Environments, 2022
As an emerging learning platform, game-based immersive virtual reality learning environments (GIVRLEs) have the potential to solve difficult teaching problems. This study designed a GIVRLE by integrating knowledge of quadratic functions into gameplay. Forty seventh graders who had never acquired that knowledge played the game and took pre- and…
Descriptors: Game Based Learning, Computer Simulation, Educational Games, Foreign Countries
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I-Fan Lo; Ching-Huei Chen – Research in Science & Technological Education, 2024
Interdisciplinary learning has become prevalent as a means of solving problems encountered in everyday life. Yet, there is a lack of experimental studies investigating strategies to facilitate interdisciplinary learning. This study explored the impacts of timing and types of instructional materials on the study of interdisciplinary subjects. A 2 ×…
Descriptors: Interdisciplinary Approach, Time Factors (Learning), Instructional Materials, Game Based Learning
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Ellis, Amy B.; Horne, Dru; Bloodworth, Anna; Nielsen, Annelise; Ely, Robert – North American Chapter of the International Group for the Psychology of Mathematics Education, 2022
Interest-driven activities, such as mathematical play, can support student agency, motivation, and engagement, and can foster dispositions that reflect authentic disciplinary engagement. However, the bulk of research on mathematical play investigates the mathematics that emerges in young children's natural play or in informal spaces such as video…
Descriptors: Play, Algebra, Mathematics Instruction, Learner Engagement
Margolin, Jonathan; Pan, Jingtong; Friedman, Lawrence B.; Guyot, Katherine; Brown, Leah; Roach, Amy – American Institutes for Research, 2022
Playground Physics is a supplemental middle school science program designed to support embodied learning by enabling students to connect physics concepts to their own playful activities. The purpose of this study was to examine a model for scaling up the Playground Physics program and to determine the program's impact on middle school students'…
Descriptors: Middle Schools, Science Instruction, Learning Processes, Physics
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Araújo, Rui; Hastie, Peter; Lohse, Keith R.; Bessa, Cristiana; Mesquita, Isabel – European Physical Education Review, 2019
The purpose of this study was to analyse 18 Portuguese high school students' game play performance improvements across three hybrid Sport Education-Step-Game-Approach volleyball seasons. Students' play performance at the entry and exit points of each season was evaluated using the Game Performance Assessment Instrument during 2vs2 games. A series…
Descriptors: Team Sports, Games, Models, Foreign Countries
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Tour, Ekaterina; Gindidis, Maria; Newton, Anne – Innovation in Language Learning and Teaching, 2021
Teaching digital literacies as social practices is challenging for many English as an Additional Language (EAL) practitioners. There is not much research that offers effective approaches and specific examples. Drawing on the '3D' model (Green [2002]. "A Literacy Project of Our Own." "English in Australia" 134: 25-32), this…
Descriptors: Technological Literacy, Experiential Learning, Story Telling, Electronic Mail
Bourke, Roseanna; O'Neill, John; McDowall, Sue; Dacre, Maria; Mincher, Nicole; Narayanan, Vani; Overbye, Sinead; Tuifagalele, Renee – New Zealand Council for Educational Research, 2021
The national COVID-19 lockdown during school Term 1 and continuing in Term 2 2020, provided a unique context to investigate?children's experiences of informal, everyday learning in their household bubble. In Terms 3 and 4, 178?children in Years 4-8 from 10 primary schools agreed to participate in a group art-making activity and?an individual…
Descriptors: COVID-19, Pandemics, School Closing, Elementary School Students
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Finney, Rebecca; Atkinson, Cathy; Barclay, Mike; Tawil, Ben – Educational & Child Psychology, 2020
Aim: This study gathered views of 10 to 12-years-old pupils about their play experiences before and after transition to secondary school, comparing access to their right to play. Method: A multiple-case study design was used to gather views of six Year 6 primary pupils and six Year 7 secondary pupils living in the same community in the United…
Descriptors: Student Adjustment, Play, Family Environment, Permissive Environment
Johnston, Kelly Carter – ProQuest LLC, 2018
The purpose of this post-qualitative study was to examine the rhizomatic functioning of youth's engagements with literacy in a 7th grade English Language Arts classroom. I argued normed expectations of students' engagement with literacy in schools imposes hegemonic control over students' literacy learning, thus devaluing students' in-the-moment,…
Descriptors: Affective Objectives, Youth Opportunities, Literacy, Qualitative Research
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Blumberg, Fran C.; Randall, John D. – Journal of Applied Developmental Psychology, 2013
We examined the problem-solving behaviors that 5th, 6th, and 7th graders used to negotiate a novel recreational video game. Students were characterized as frequent or infrequent players and instructed to think aloud during game play for 20 consecutive minutes. Comments were used to make inferences about the students' problem-solving behaviors…
Descriptors: Play, Problem Solving, Inferences, Video Games
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Bakadorova, Olga; Raufelder, Diana – Journal of Educational Research, 2016
Considering the essential role that socio-motivational relationships at school play with respect to achievement motivation, this study examined the differences between students with a low school self-concept and students with a high school self-concept in a large sample of 7th and 8th grade students (N= 1088; M[subscript Age]= 13.7) in secondary…
Descriptors: Student Motivation, Self Concept, Academic Achievement, Role
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Ruich, Lawrence J. – Art Education, 2012
Children and burgeoning adolescents' creativity blossom in play-based environments. Likewise, students as active social agents have the opportunity to examine the structures and processes that shape them. The photographic image intimates an aura of credibility, providing the students pause to reflect upon their socialized interactions. These…
Descriptors: Photography, Play, Creativity, Environmental Influences
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