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Kimberly E. Beck; Jessica F. Shumway; Patrick Ocran; Jody Clarke-Midura; Mimi Recker – International Journal of Education in Mathematics, Science and Technology, 2025
Expansive Framing (EF) is a theory and an instructional technique to facilitate connections between content and contexts. We employed EF as an approach to create a series of integrated mathematics and computer science (CS) lessons, using digital technology as a tool to leverage shared mathematical and computational ideas. We used deductive…
Descriptors: Mathematics Instruction, Computer Science Education, Grade 5, Elementary School Teachers
Design and Usability Evaluation of a Mobile App for Elementary School Inquiry-Based Science Learning
Iraya Yánez-Pérez; Radu Bogdan Toma; Jesús Ángel Meneses-Villagrá – School Science and Mathematics, 2025
Teachers often struggle to implement inquiry-based science teaching. To support them, IndagApp--a 3D educational app that offers curriculum-aligned, inquiry-based lesson plans--was designed. The app is rooted in the inquiry phases recommended in best-practices literature, which arguably align with most international standards. This study describes…
Descriptors: Usability, Computer Software, Private Schools, Public Schools
Su, Yu-Sheng; Shao, Mingming; Zhao, Li – Journal of Educational Computing Research, 2022
Scratch, a kind of visual programming software, has been widely used in instruction for primary school children. Scratch constructs a digital world for children to design, develop, and create coursework in which their creative thinking is fostered. Different instructional methods have been designed and implemented to stimulate children's creative…
Descriptors: Cognitive Mapping, Creative Thinking, Creativity Tests, Computer Software
Ali Alqarni – Journal of Educational Computing Research, 2025
This study examined the effect of gamification on visual programming and computational thinking skills among primary school students, aiming to investigate how gamified learning environments enhance cognitive skill development and conceptual integration compared to traditional teaching methods. A quasi-experimental design was employed, involving…
Descriptors: Thinking Skills, Game Based Learning, Achievement Tests, Teaching Methods
John F. Pane; Christopher Joseph Doss; Ivy Todd; Dorothy Seaman – Annenberg Institute for School Reform at Brown University, 2025
Zearn Math is a popular software platform for K-8 mathematics learning, designed to enable all students to successfully access grade-level content. RAND researchers collaborated with Zearn, the product's developer, to design this evaluation. Then RAND conducted the study independently, randomly assigning 64 schools in an urban Texas district to…
Descriptors: Mathematics Education, Grade 3, Grade 4, Grade 5
Terauchi, Daisuke – International Journal of Music Education, 2022
In 2017, I developed a computer application entitled "Sanka Play," which enables audience members to participate in improvisational performances by making real-time requests to performers. In most cases of free improvisation, the audience atmosphere influences performers. While audience--performer interaction is generally nonverbal,…
Descriptors: Audiences, Music, Elementary School Students, Computer Software
Natalie Brezack; Wynnie Chan; Mingyu Feng – Grantee Submission, 2024
This paper explores how learning analytics data provided by a math problem-solving educational technology platform informed 5th and 6th grade teachers' instructional decisions around socioemotional learning (SEL). MathSpring is an educational technology tool that provides teachers with data on students' effort, progress, and emotions while…
Descriptors: Social Emotional Learning, Mathematics Instruction, Teacher Attitudes, Comparative Analysis
Kam Hong Shum; Samuel Kai Wah Chu; Cheuk Yu Yeung – Interactive Learning Environments, 2023
This study examines the use of data analytics to evaluate students' behaviours during their participation in an online collaborative learning environment called SkyApp. To visualise the learning traits of engagement, emotion and motivation, students' inputs and activity data were captured and quantified for analysis. Experiments were first carried…
Descriptors: Student Behavior, Online Courses, Cooperative Learning, Computer Software
Teena L. Martin – ProQuest LLC, 2024
This study investigated the understudied area of virtual reality (VR) creation among elementary-aged youth, exploring their engagement in VR creation and the ways in which educators can facilitate this creative process. Using an embedded case study, the researcher examined how the youth visualize writing using the VR creation tool, CoSpaces. To…
Descriptors: Computer Simulation, Elementary School Students, Grade 3, Grade 4
Shirin Hashim – ProQuest LLC, 2024
This dissertation consists of three papers. In each paper, I leverage a different quantitative method to study a downstream effect of technology on educational outcomes. In the first paper, I study the impact of an online math learning program on 3rd through 5th grade math achievement in Louisiana. Employing Zearn Math usage metrics and…
Descriptors: Technology Uses in Education, Influence of Technology, Electronic Learning, Elementary School Mathematics
Andy Ding-Xuan Ng; Aloysius Ong; Alwyn Vwen Yen Lee; Chew Lee Teo – Pedagogies: An International Journal, 2024
Research and development of Learning Analytics (LA) have created new ways to support students' learning. However, our understanding of teachers' roles when implementing LA in classroom practices remains nascent. This study investigates how teachers can implement LA to support students' agency in directing their own inquiry, when engaging in a…
Descriptors: Learning Analytics, Grade 5, Elementary School Students, Grade 6
Natalija, Budinski; Lavicza, Zsolt; Fenyvesi, Kristof; Milinkovic, Dragica – International Electronic Journal of Mathematics Education, 2020
In this paper, we present opportunities with the uses of origami and technology, in our case GeoGebra, in teaching formal geometric definitions for fifth-grade primary school students (11-12yrs). Applying origami in mathematical lessons is becoming to be recognized as a valuable tool for improving students' mathematical knowledge. In previous…
Descriptors: Grade 5, Elementary School Students, Elementary School Mathematics, Geometry
Tucker, Stephen I.; Moyer-Packenham, Patricia S. – International Journal of Mathematical Education in Science and Technology, 2021
This study examines the construct of distance -- the degree of difficulty of interacting with something -- as part of activity involving children using touchscreen digital games to learn mathematics. Ten fifth-grade children engaged in video-recorded semi-structured task-based interviews in which they used two touchscreen digital mathematics games…
Descriptors: Computer Games, Mathematics Instruction, Video Technology, Task Analysis
Baran, Bahar; Yecan, Esra; Kaptan, Burak; Pasayigit, Ozan – Education and Information Technologies, 2020
Augmented reality technology has recently become one of the primary technologies for science education. Although augmented reality is attractive, a need exists for good content, implementation, and evaluations, as in every technology integration process. To this end, this study aims to develop and evaluate an augmented reality application to teach…
Descriptors: Grade 5, Elementary School Students, Teaching Methods, Computer Simulation
Doster, Hannah; Cuevas, Josh – International Journal on Social and Education Sciences, 2021
Teaching mathematics involves a variety of techniques and approaches in order to reach students' academic needs in a way that aids them in achieving at the level required by state standards. One of the ways that educators are meeting the needs of their students is through using computer-based programs. In this study, 17 fifth grade students were…
Descriptors: Computer Software, Teaching Methods, Feedback (Response), Mathematics Instruction