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Pei, Xinning; Jin, Yinglian; Zheng, Tainian; Zhao, Jian – International Journal of Science Education, 2020
To understand the longitudinal effect of a technology-enhanced learning (TEL) environment with reflective guidance on sixth-grade students' learning in a photosynthesis unit in Shanghai, we designed a quasi-experimental longitudinal study with a pre-test and three post-tests, complemented by an examination of students' log data. Our findings show…
Descriptors: Science Instruction, Program Effectiveness, Grade 6, Educational Technology
Sari, Eriska Novita; Subali, Bambang – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2021
The COVID-19 pandemic has an impact on the biology learning process in achieving learning objectives. This study aimed to describe the profile of the 4-dimensional composition of knowledge in the Biology learning process during the COVID-19 pandemic on the topic of the structure and function of junior high school plant tissues based on the 2013…
Descriptors: COVID-19, Pandemics, Biology, Science Instruction
Alanazi, Fayadh Hamed – Journal of Baltic Science Education, 2019
This semi-empirical research utilises a structured interview interview approach to explore Saudi children's ideas about living things and to examine the effects of iPad use based on a socio-cultural perspective involving group work and discussion. The sample comprised 40 grade 1 children; 20 were empirically taught using iPads according to a…
Descriptors: Foreign Countries, Handheld Devices, Telecommunications, Educational Technology
Culp, Katherine McMillan; Martin, Wendy; Clements, Margaret; Lewis Presser, Ashley – Technology, Knowledge and Learning, 2015
Rigorous studies of the impact of digital games on student learning remain relatively rare, as do studies of games as supports for learning difficult, core curricular concepts in the context of normal classroom practices. This study uses a blocked, cluster randomized controlled trial design to test the impact of a digital game, played as homework…
Descriptors: Middle School Students, Computer Games, Educational Games, Intervention
Ryoo, Kihyun; Linn, Marcia C. – Journal of Research in Science Teaching, 2012
Dynamic visualizations have the potential to make abstract scientific phenomena more accessible and visible to students, but they can also be confusing and difficult to comprehend. This research investigates how dynamic visualizations, compared to static illustrations, can support middle school students in developing an integrated understanding of…
Descriptors: Educational Technology, Computer Uses in Education, Botany, Curriculum Design
Folta, Elizabeth Eason – ProQuest LLC, 2010
In an effort to get children back outdoors and exploring the natural environment, a Modular Serious Educational Game (mSEG), Red Wolf Caper, was created as part of a design-based research study. Red Wolf Caper uses a combination of an augmented reality (AR) game and a serious educational game (SEG) to capture the students' interest in the natural…
Descriptors: Environmental Education, Educational Games, Science Interests, Scientific Concepts
Piper, Susan; Shaw, Edward Lewis, Jr. – Science Activities: Classroom Projects and Curriculum Ideas, 2010
Although the teaching of photosynthesis occurs yearly in elementary classrooms, one thing that makes it challenging is the inclusion of English language learners (ELLs). This article presents several activities for teaching and assessing of photosynthesis in a third grade classroom. The activities incorporate the photosynthesis content, teaching…
Descriptors: Limited English Speaking, Plants (Botany), English (Second Language), Teaching Methods
Komis, Vassilis; Ergazaki, Marida; Zogza, Vassiliki – Computers & Education, 2007
This study aims at highlighting the collaborative activity of two high school students (age 14) in the cases of modeling the complex biological process of plant growth with two different tools: the "paper & pencil" concept mapping technique and the computer-supported educational environment "ModelsCreator". Students' shared activity in both cases…
Descriptors: Plants (Botany), Concept Mapping, Models, High Schools
Campo, Daniel; Garcia-Vazquez, Eva – Journal of Biological Education, 2008
Reconstructing phylogenies from nucleotide sequences is a challenge for students because it strongly depends on evolutionary models and computer tools that are frequently updated. We present here an inquiry-based course aimed at learning how to trace a phylogeny based on sequences existing in public databases. Computer tools are freely available…
Descriptors: Feedback (Response), Computer Assisted Instruction, Inquiry, Active Learning

Duffy, Maryellen; Barowy, William – 1995
This paper describes the effects of the implementation of constructivist techniques with interactive computer simulations on conceptual understanding of plant nutrition and critical thinking skills in heterogeneously grouped secondary biology classrooms. The study focused on three strategies for teaching plant nutrition: (1) traditional; (2)…
Descriptors: Academic Achievement, Biology, Computer Simulation, Computer Uses in Education