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Alper Kaskaya; Seyma Nur Ates – Journal of Pedagogical Research, 2025
This study aimed to investigate the effects of artificial intelligence (AI)-supported visualization applications on students' writing disposition during the creative writing process. An explanatory sequential design, a type of mixed methods approach, was adopted. In the quantitative phase, a quasiexperimental design with a pretest-posttest control…
Descriptors: Creative Writing, Writing Processes, Elementary School Students, Comparative Analysis
Budasi, I. Gede; Ratminingsih, Ni Made; Agustini, Ketut; Risadi, Md. Yudyantara – International Journal of Instruction, 2020
The purpose of this study was to investigate whether there was a significant effect of Power Point game on young learners' learning motivation and English achievement involving learners' perception of it. Based on the characteristics of quantitative research methods, the post-test only control group quasi-experimental design was used to test the…
Descriptors: Computer Software, Student Motivation, Academic Achievement, Student Attitudes
Elnaz Sarabchian – ProQuest LLC, 2021
Quasi-experimental research was conducted to examine the effect of game-based student response systems (GBSRS) on student achievement and self-efficacy in languages other than English (LOTE). The research employed a pretest-posttest, non-equivalent control group design in which 170 third and fourth-grade students participated in a 12-session…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
Munuyand, Thulasirani A/P; Husain, Salina; Abdul Jabar, Mohd Azidan; Jusoh, Zuraini – Asian Journal of University Education, 2021
For teaching and learning Malay language grammar, there are many types of online assessment tools and applications have been developed in Malaysia. One such application is Quizizz, a game-based online quiz that facilitates teaching and learning. The purpose of this research is to measure the effectiveness of Quizizz application to teach and learn…
Descriptors: Language Tests, Indonesian Languages, Grammar, Teaching Methods
Frischemeier, Daniel – Statistics Education Research Journal, 2020
Since many decisions in politics, economics, and social sciences are based on statistics, statistical literacy is a key component for an active citizen. Statistical skills and statistical reasoning can already be enhanced in primary school. Therefore, not only in Germany, statistics is an element of the primary-school curriculum, which usually…
Descriptors: Statistics, Elementary School Mathematics, Class Activities, Mathematics Skills
Guo, Siao-Cing; Lan, Yu-Ju – Language Learning & Technology, 2023
This study aims to investigate the influence of story creation on young EFL learners' reading performance. Action research was adopted to examine the effects of two different story reading projects in a library setting in Taiwan. Each project comprised a group of 19 young EFL learner from Grades 4 to 6 (aged 10-12). The first group's activities…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Simulation
Wang, Pei-Yu; Yang, Hui-Chun – Interactive Learning Environments, 2016
This study examined the impact of e-book interactivity design on the learning of Chinese characters by fourth graders (10-year-old children). This study was guided by two main questions: (1) Are there any differences in achievements (Chinese character writing, lexical comprehension, and lexical usage) between groups of young learners who read…
Descriptors: Chinese, Orthographic Symbols, Written Language, Pretests Posttests
Mohammadjani, Farzad; Tonkaboni, Forouzan – International Education Studies, 2015
The aim of the present research is to investigate a comparison between the effect of cooperative learning teaching method and lecture teaching method on students' learning and satisfaction level. The research population consisted of all the fourth grade elementary school students of educational district 4 in Shiraz. The statistical population…
Descriptors: Teaching Methods, Cooperative Learning, Questionnaires, Test Reliability
Rubin-Vaughan, Alice; Pepler, Debra; Brown, Steven; Craig, Wendy – Computers & Education, 2011
Everyday many students face bullying situations that they are ill equipped to manage. E-learning has recently emerged as a potentially effective tool in teaching children social skills, in addition to academic subject matter. Quest for the Golden Rule is one of the first bullying prevention e-learning programs available, designed by the…
Descriptors: Electronic Learning, Bullying, Prevention, Quality Control
White, Sheida; Kim, Young Yee; Chen, Jing; Liu, Fei – National Center for Education Statistics, 2015
This study examined whether or not fourth-graders could fully demonstrate their writing skills on the computer and factors associated with their performance on the National Assessment of Educational Progress (NAEP) computer-based writing assessment. The results suggest that high-performing fourth-graders (those who scored in the upper 20 percent…
Descriptors: National Competency Tests, Computer Assisted Testing, Writing Tests, Grade 4
Mayrose, James – American Journal of Engineering Education, 2012
Immersive Virtual Reality (VR) has seen explosive growth over the last decade. Immersive VR attempts to give users the sensation of being fully immersed in a synthetic environment by providing them with 3D hardware, and allowing them to interact with objects in virtual worlds. The technology is extremely effective for learning and exploration, and…
Descriptors: Active Learning, Educational Technology, Technology Uses in Education, Computer Simulation
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2020
For the forty-third time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented online during the annual AECT Convention. Volume 1 contains 37 papers dealing primarily with research and development topics. Papers dealing with the…
Descriptors: Educational Technology, Technology Uses in Education, Professional Development, Feminism
Lomas, Derek; Ching, Dixie; Stampfer, Eliane; Sandoval, Melanie; Koedinger, Ken – Society for Research on Educational Effectiveness, 2011
Given the strong relationship between number line estimation accuracy and math achievement, might a computer-based number line game help improve math achievement? In one study by Rittle-Johnson, Siegler and Alibali (2001), a simple digital game called "Catch the Monster" provided practice in estimating the location of decimals on a…
Descriptors: Numeracy, Mathematical Concepts, Mathematics Instruction, Arithmetic
Sun, Koun-Tem; Lin, Ching-Ling; Wang, Sheng-Min – International Journal of Science and Mathematics Education, 2010
The relative positions of the sun, moon, and earth, their movements, and their relationships are abstract and difficult to understand astronomical concepts in elementary school science. This study proposes a three-dimensional (3-D) virtual reality (VR) model named the "Sun and Moon System." This e-learning resource was designed by…
Descriptors: Foreign Countries, Electronic Learning, Elementary School Science, Computer Simulation
Yanik, H. Bahadir; Porter, Wayne – International Journal for Technology in Mathematics Education, 2009
This article presents a case study in which researcher-practitioner collaboration took place to promote effective use of technology in an urban elementary school mathematics classroom. Data were primarily gathered through classroom observations and interviews. The aim of this study was twofold. First, to increase our understanding of the effects…
Descriptors: Elementary School Mathematics, Cooperation, Computer Software, Educational Technology
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