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Hunt, Jessica; Taub, Michelle; Marino, Matthew; Duarte, Alejandra; Bentley, Brianna; Holman, Kenneth; Banzon, Allison – Learning Disabilities: A Contemporary Journal, 2022
Teaching and learning fraction concepts continues to be increasingly challenging, especially for elementary and middle school mathematics teachers and students in intervention settings. It is critical for educators to implement instruction that proactively considers engagement, access, and conceptual growth for all students. Dream 2B, a web-based…
Descriptors: Mathematics Instruction, Teaching Methods, Elementary School Mathematics, Middle School Mathematics
White, Jeremy – Online Submission, 2022
Bring Your Own Device (BYOD) is a concept that is gaining a following worldwide as a cost-effective means for schools to provide 21st-century skills (Bell, 2010) with limited funding. The current paper shows the results of a survey into the opinions and perceptions of parents of Japanese K1-3 students' use of technology, specifically the…
Descriptors: Parent Attitudes, Private Schools, Kindergarten, Family Environment
Al-Jarf, Reima – Online Submission, 2023
A sample of parents in Saudi Arabia was surveyed to find out the reading technologies that children under the age of 12 use, children's digital reading habits and interests, parents' roles in encouraging the children to read digitally, the effects of digital reading on children's reading ability, and to compare digital reading before, during and…
Descriptors: Foreign Countries, Reading Habits, Children, Preadolescents
Alarcón-Espinoza, Marina; Samper, Paula; Anguera, M. Teresa – Journal for the Study of Education and Development, 2023
Focusing on school tasks and regulating emotions are often challenges for students to achieve. The objective of this research is to describe and analyse the behaviours associated with emotional regulation that affect the way students participate in the classroom and contribute to the subject matter. From the mixed methods perspective, an…
Descriptors: Elementary School Students, Grade 5, Grade 6, Grade 3
Kayumova, Leysan R.; Gainullina, Liliya N.; Akhmadieva, Roza Sh.; Matvienko, Valentin V.; Kabakhidze, Ekaterina L. – EURASIA Journal of Mathematics, Science and Technology Education, 2021
The speed with which interactive platforms are being modernized is increasing every year. The number of their users and consequently, the demand in such platforms are also rising. Quarantine restrictions and regulations related to COVID-19 revealed the problems of organizing both communication and leisure activities online. Since the advent of…
Descriptors: COVID-19, Pandemics, Leisure Time, Recreational Activities
Jessica J. Caswell – ProQuest LLC, 2023
This study explored parental and teacher perceptions of excessive technology and screen time and elementary students' academic performance, attention, addictive behaviors, behavior problems, and social interactions. This study's purpose was to gather teacher and parental input to understand the perceptions of how excessive technology and screen…
Descriptors: Parents, Elementary School Teachers, Elementary School Students, Computer Use
Eadaoin J. Slattery; Deirdre Butler; Michael O'Leary; Kevin Marshall – Irish Educational Studies, 2024
Minecraft Education is a popular digital game-based learning platform designed for use in educational settings. This study explores teachers' experiences of using Minecraft Education as an educational tool to foster the development of key competencies and skills in students. Semi-structured interviews with Irish primary school teachers (N = 11)…
Descriptors: Game Based Learning, Video Games, Technology Uses in Education, Teaching Experience
Evaldsson, Ann-Carita – International Journal for Research on Extended Education, 2021
In this study, particular focus is on micro-ethnographic studies of children's peer play-in-action and how children create shared peer cultures through their collaborative performances in situated game activities. It will be shown how children create micro dramas in play that serve as cultural frameworks to i) dramatize and transform experiences…
Descriptors: Play, Peer Relationship, Foreign Countries, Games
Layne, Todd; Yli-Piipari, Sami; Knox, Tony – Education 3-13, 2021
The study examined the effectiveness of a 4-week classroom-based, technology-assisted physical activity break program on elementary students' reaction time, response inhibition control, and mathematics performance. Participants included 40 (8-9-year-old) elementary school students located in the mid-south United States (US) who were…
Descriptors: Physical Activities, Recess Breaks, Class Activities, Elementary School Students
Bag, Hasan; Çalik, Muammer – Physics Education, 2021
The aim of this study is to design an argumentation-based educational digital game to teach the subject of force. Through a design-based research method, each game section includes the argumentation questions that foster students to think about the 'force' subject. We pilot studied the game with 12 grade 4 students in a state primary school. After…
Descriptors: Science Instruction, Teaching Methods, Persuasive Discourse, Educational Games
Chuang, Tsung-Yen; Yeh, Martin K.-C.; Lin, Yu-Lun – Educational Technology & Society, 2021
Students with different cognitive styles benefit from different instructional strategies, including learning through playing video games. Although playing video games can be an effective learning method, we do not know its impact on the reasoning ability of students with different cognitive styles. The purposes of this study are to investigate…
Descriptors: Game Based Learning, Video Games, Computer Games, Puzzles
Azhar, Sheikh Ahmad Firdaus Jamil; Jalil, Habibah Ab – Asian Journal of University Education, 2022
In the 21st century, mobile games have become a growing interest among children, including primary school students. This can be a great opportunity for instructors to utilize mobile games approaches and students' interest in games for education teaching and learning purposes, specifically in the primary classroom environment. However, there is no…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
Thai, Khanh-Phuong; Bang, Hee Jin; Li, Linlin – Journal of Research on Educational Effectiveness, 2022
This study examines whether "My Math Academy," a digital game-based learning environment that provides personalized content and adaptive embedded assessments, can improve math knowledge of Transitional Kindergarten and Kindergarten students. A cluster randomized study was conducted with 20 classrooms, 10 of which were randomly assigned…
Descriptors: Mathematics Instruction, Knowledge Level, Kindergarten, Game Based Learning
Perasso, Giulia; Carone, Nicola; Barone, Lavinia – European Journal of Developmental Psychology, 2021
The present study investigated the antecedents of cyberbullying victimization and addressed the commonalities and differences between visual and written forms of cyberbullying victimization among 3172 Italian adolescents (51.6% male, M[subscript age] = 13.74 years, SD = 1.70) who participated in the Health Behaviour in School-Aged Children (HBSC,…
Descriptors: Bullying, Computer Mediated Communication, Foreign Countries, Adolescents
O'Brien, Nicole – ProQuest LLC, 2021
Background: Although there is some reported success in using gamification to improving engagement, others have critiqued that these video game like strategies are a mere "repackaging" of established classroom strategies. Many experiments with gamification, however, have only focused on those features that emphasize extrinsic rewards…
Descriptors: Educational Games, Video Games, Game Based Learning, Elementary School Teachers