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Turalbayeva, Almash; Zhubandykova, Akgul; Nabuova, Roza; Buzaubakova, Klara; Mailybaeva, Gulmira; Abdullina, Gulzhan – World Journal on Educational Technology: Current Issues, 2021
The aim of this research is to evaluate the formation of students' knowledge culture through information technology with student views. In the research, qualitative methods were used to collect the data, and the content analysis method was used for the analysis of the data. The data were collected by the researcher through semi-structured…
Descriptors: Foreign Countries, Elementary School Students, Grade 4, Computer Uses in Education
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Jale Kalemkus; Fatih Kalemkus – European Journal of Education, 2025
Due to the frequent use of artificial intelligence (AI) technologies in daily life, it is thought that primary school students acquire information about this concept from various sources. The way these sources present AI may affect students' perceptions of AI. In the study, it was aimed to examine the perceptions of third and fourth grade primary…
Descriptors: Elementary School Students, Grade 3, Grade 4, Artificial Intelligence
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Yu-Shan Ting; Yu-chu Yeh – Interactive Learning Environments, 2024
To date, few online game-based learning studies have focused on developing children's growth creativity mindset (growth CM). This study, therefore, aimed to develop a game-based learning system to help children develop their growth CM. Additionally, we investigated the relationship between growth CM, hope belief, and creativity self-efficacy after…
Descriptors: Student Attitudes, Goal Orientation, Intervention, Beliefs
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Esin Yilmaz Kogar; Sumeyra Soysal – International Journal of Assessment Tools in Education, 2023
In this paper, it is aimed to evaluate different aspects of students' response time to items in the mathematics test and their test effort as an indicator of test motivation with the help of some variables at the item and student levels. The data consists of 4th-grade Singapore and Turkish students participating in the TIMSS 2019. Response time…
Descriptors: Foreign Countries, Achievement Tests, International Assessment, Mathematics Achievement
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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
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Aflalo, Ester; Montin, Revital; Raviv, Ayala – Research in Science & Technological Education, 2020
Background: Outdoor learning and computer-based learning are two different alternatives to in-class conventional teacher-centered learning. Purpose: This study compares the outdoor learning setting with computer-based learning in class. It examines the influence of the two different learning settings on academic achievements, the learning…
Descriptors: Outdoor Education, Educational Technology, Elementary School Students, Grade 3
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Merç, Ati; Ersoy, Ali – International Electronic Journal of Elementary Education, 2019
The aim of this study is to determine the effectiveness of Google Earth (GE) application in acquiring spatial perception ability in the fourth-grade social studies course. The research was carried out in a fourth grade of a primary school in the Demirci district of Manisa Province in the year 2015-2016 using embedded experimental design. During…
Descriptors: Computer Uses in Education, Spatial Ability, Grade 4, Elementary School Students
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Burnell, Kaitlyn; Andrade, Fernanda C.; Hoyle, Rick H. – Developmental Psychology, 2023
There is fear that adolescents have limited control over their digital technology use. The current research examines longitudinal (Study 1) and daily (Study 2) associations between U.S. adolescents' self-control and digital technological impairment and use. Using a large sample (N = 2,104; Wave 1: M[subscript age] = 12.36, 52% female, 57%…
Descriptors: Correlation, Adolescents, Self Control, Information Technology
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Tavernise, Assunta; Bertacchini, Francesca; Pantano, Pietro; Bilotta, Eleonora – Research on Education and Media, 2019
In this work, a Storytelling FabLab has been designed for the realization of virtual performances on a Shakesperian play in an elementary school. In this FabLab, many elements have been digitally manipulated: text, audio files, virtual actors on a 3D stage, and 3D Greek masks. Learning of contents and motivation have been assessed and compared to…
Descriptors: Story Telling, Elementary School Students, Student Motivation, Computer Uses in Education
Good, Kevin Edward – ProQuest LLC, 2019
A single-subject, combined multiple-baseline-across-participants and ABC study was conducted to examine the functional relation between a traditional paper-based graphic organizer (PBGO) and a computer-based graphic organizer (CBGO) with technological enhancements (audio-prompting comments and text-to-speech) intervention and the improvements in…
Descriptors: Instructional Materials, Computer Uses in Education, Paper (Material), Persuasive Discourse
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Ulu Kalin, Özlem – Journal of Education and Practice, 2017
Student workbook is an education material including components that support learning, help ensuring knowledge and ability to students in line with the acquisitions stated in teaching programs. Students have different learning styles and necessities. Their needs should be satisfied by benefiting from some additional materials in order to make their…
Descriptors: Workbooks, Social Studies, Elementary School Students, Computer Uses in Education
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Ting, Yu-Liang; Tai, Yaming; Chen, Jun-Horng – Interactive Learning Environments, 2017
Telepresence has been playing an important role in a mediated learning environment. However, the current design of telepresence seems to be dominated by the emulation of physical human presence. With reference to social constructivism learning and the recognition of individuals as intelligent entities, this study explored the transformation of…
Descriptors: Computer Uses in Education, Cooperative Learning, Case Studies, English (Second Language)
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Homer, Ryan; Hew, Khe Foon; Tan, Cheng Yong – Educational Technology & Society, 2018
This paper reports the findings of a field experiment that gamified the classroom experience of elementary school ESL students by implementing digital badges-and-points which students could earn by achieving specific behavioral and learning goals. Altogether, 120 children in eight different classes participated in this study. Four of the classes…
Descriptors: Elementary School Students, English (Second Language), Recognition (Achievement), Educational Games
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Maich, Kimberly; Hall, Carmen L.; van Rhijn, Tricia Marie; Henning, Megan – Exceptionality Education International, 2017
This multi-methods, descriptive case study examines attitudes and practices of classroom-based iPad use. The site is one inner-city, urban, publicly funded school, focused on two iPad-infused classrooms (Grade 2/3 and Grade 4/5). Data were collected from 5 educators and 35 students to investigate two research questions: How are iPads being…
Descriptors: Educational Technology, Handheld Devices, Case Studies, Pilot Projects
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Rosén, Monica; Gustafsson, Jan-Eric – Large-scale Assessments in Education, 2016
Research on effects of home computer use on children's development of cognitive abilities and skills has yielded conflicting results, with some studies showing positive effects, others no effects, and yet others negative effects. These studies have typically used non-experimental designs and one of the main reasons for the conflicting results is…
Descriptors: Measurement, International Assessment, Grade 4, Longitudinal Studies
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