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Emery Bosch; Jonathan Sun; Andrew Wang; Jin Kim Montclare – Journal of Education, 2025
Gamified simulations, integrating gameplay into education, cater to younger learners' digital preferences and align with Next Generation Science Standards. Current virtual modules focus on advanced high school classes, leaving a gap for middle school students. This study investigated the impact of substituting recitations in a 6th-grade ecology…
Descriptors: Grade 6, Ecology, Environmental Education, Gamification
Furkan Kalyoncu; Hasan Karal – Education and Information Technologies, 2025
The aim of this study is to design and develop an augmented reality based mobile application (HardwARe teaching material) based on the "Computer Systems" subject outcomes in the 5th grade curriculum. In the design and development phase of the HardwARe teaching material, the design-based research (DBR) method, which is frequently…
Descriptors: Computer Simulation, Technology Uses in Education, Design, Material Development
Marwan Mohammad Abualrob – Contemporary Educational Technology, 2025
This study aims to uncover the prompts most frequently repeated by pre-service teachers when using the Copilot technique, as well as their reflections on its use in preparing and planning science lessons for fourth graders. The qualitative research methodology with an exploratory case-study design was conducted on a purposeful sample of 20…
Descriptors: Preservice Teachers, Artificial Intelligence, Technology Uses in Education, Grade 4
Ilknur Bilgi Kurt; Osman Soner – Malaysian Online Journal of Educational Technology, 2025
Video magazines can make students' learning experience more effective by adding a different dimension to the learning process. This learning experience can create changes in students' attitudes and behaviors. This study aimed to investigate the impact of video magazines in the experimental group. It printed magazines in the control group on middle…
Descriptors: Periodicals, Video Technology, Student Attitudes, Information Technology
Kathy A. Mills; Alinta Brown; Patricia Funnell – Australian Educational Researcher, 2024
Immersive virtual reality (VR) is anticipated to peak in development this decade bringing new opportunities for 3D multimodal designing across all levels of education. The need for students to gain capabilities with multimodal texts--texts that combine two or more modes, such as spoken, written, and visual--is emphasised at all levels of education…
Descriptors: Computer Simulation, Foreign Countries, Technology Uses in Education, History
Eric Calderon – ProQuest LLC, 2022
This study investigated school districts in seven southern California counties to determine how districts in these counties leveraged their LCAP for technology-related expenses. The study also investigated if there were relationships in student performance in the CAASPP English Language Arts and Math assessment in the 6th grade. The study also…
Descriptors: Grade 6, Academic Achievement, Financial Support, Expenditures
Xiaodong Wei; Lei Wang; Lap-Kei Lee; Ruixue Liu – Journal of Educational Computing Research, 2025
Notwithstanding the growing advantages of incorporating Augmented Reality (AR) in science education, the pedagogical use of AR combined with Pedagogical Agents (PAs) remains underexplored. Additionally, few studies have examined the integration of Generative Artificial Intelligence (GAI) into science education to create GAI-enhanced PAs (GPAs)…
Descriptors: Artificial Intelligence, Technology Uses in Education, Models, Science Education
Herb Turner; Annette Turner – Technology, Knowledge and Learning, 2024
Reading comprehension is among the most challenging and complex skills to teach and research. Doing both well is critical to improving the reading comprehension proficiency of 67% of grade 4 students in U.S. public schools who scored below basic on the 2022 National Assessment of Educational Progress. This Chapter presents Knowledge Acquisition…
Descriptors: Reading Comprehension, Elementary Education, Educational Improvement, Knowledge Level
Yuwei Chen; Nat Ku; Bonnie Lin; Jonathan Sun; Andrew Wang; Jin Kim Montclare – Discover Education, 2025
Tangible teaching aids can provide a valuable supplement to traditional textbook-based learning of fundamental STEM concepts. 3D-printed templates detailing the construction of simple parallel and series circuits were incorporated into the lesson plans for 6th-grade introductory physics. Aiming to introduce the concepts of junction and loop rules…
Descriptors: Printing, Computer Peripherals, Science Instruction, Physics
Tolga Topcubasi; Aydin Tiryaki – Journal of Science Learning, 2023
The research aims to determine the effect of Arduino-based E-STEM education on entrepreneurship skills and STEM attitudes of 4th-grade students within the scope of science and social studies education. This research was designed within the framework of the nested pattern of the mixed research method. "Single group pre-test-post-test…
Descriptors: Foreign Countries, Grade 4, STEM Education, Entrepreneurship
Ülkü Çoban Sural; Zehra Yasar Saglik – Education and Information Technologies, 2024
This study aims to compare and analyse the effects of context-based vocabulary activities with technology-assisted tools and printed materials on fourth-grade primary school students' vocabulary knowledge and learning motivation. One of the quasi-experimental designs, the "pretest-posttest control group design", was used in the study.…
Descriptors: Vocabulary, Motivation, Printed Materials, Conventional Instruction
Jessica Thomas; Sara Bicard; Kate D. Simmons – Journal of Special Education Technology, 2025
An alternating treatments design was used to analyze the effects of concrete and virtual manipulatives on the duration and number of correctly solved linear equations by three middle school students with cognitive disabilities. Participants physically manipulated algebra tiles to solve an equation during the concrete manipulative condition. During…
Descriptors: Students with Disabilities, Algebra, Problem Solving, Manipulative Materials
An Experimental Test of the Big-Fish-Little-Pond Effect Using an Immersive Virtual Reality Classroom
Lisa Hasenbein; Ulrich Trautwein; Jens-Uwe Hahn; Stephan Soller; Richard Göllner – Instructional Science: An International Journal of the Learning Sciences, 2024
Academic self-concept plays a central role in successful learning and is substantially shaped by social comparisons. Research on the so-called Big-Fish-Little-Pond Effect (BFLPE) has yielded a highly robust and generalizable pattern of negative effects of higher class/school average achievement on students' self-concept when controlling for…
Descriptors: Virtual Classrooms, Academic Achievement, Grade 6, Student Behavior
Nuray Akman Selcuk; Sevda Kucuk; Burak Sisman – Education and Information Technologies, 2024
This study examines the impact of educational robotics applications in Information Technologies and Software courses on the motivation, attitude towards robotics, and academic achievement of 6th-grade secondary school students. The research employed pre-experimental method encompassing 112 students. Students got training in robotics using the…
Descriptors: Robotics, Educational Technology, Technology Uses in Education, Student Motivation
Carmen King Binford – ProQuest LLC, 2024
School districts are employing instructional technology coaches more frequently to support teachers in adopting technology in their classroom instruction. However, many school districts still face challenges with technology adoption, raising concerns about the influence of instructional technology coaches on technology adoption. This case study…
Descriptors: Technology Integration, Grade 3, Grade 4, Grade 5