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Dolino, Le Grande – Journal of Chemical Education, 2020
This communication recounts two learning-to-write (LTW) activities in a grade 10 chemistry elective course that were implemented online due to the COVID-19 pandemic. The activities sought to develop chemistry writing skill for use in students' STEM research. Students seemed to display difficulty in applying topics discussed in class despite them…
Descriptors: Science Instruction, Chemistry, Secondary School Science, High School Teachers
Burleson, Winslow S.; Harlow, Danielle B.; Nilsen, Katherine J.; Perlin, Ken; Freed, Natalie; Jensen, Camilla Nørgaard; Lahey, Byron; Lu, Patrick; Muldner, Kasia – IEEE Transactions on Learning Technologies, 2018
As computational thinking becomes increasingly important for children to learn, we must develop interfaces that leverage the ways that young children learn to provide opportunities for them to develop these skills. Active Learning Environments with Robotic Tangibles (ALERT) and Robopad, an analogous on-screen virtual spatial programming…
Descriptors: Robotics, Active Learning, Programming, Spatial Ability
Herman, Heather A. – ProQuest LLC, 2017
This mixed methods research explores the effects of literacy support tools to support comprehension strategies when reading informational e-books and print-based text with 14 first-grade students. This study focused on the following comprehension strategies: annotating connections, annotating "I wonders," and looking back in the text.…
Descriptors: Mixed Methods Research, Educational Technology, Technology Uses in Education, Electronic Publishing
Doabler, Christian T.; Clarke, Ben; Firestone, Allison R.; Turtura, Jessica E.; Jungjohann, Kathy J.; Brafford, Tasia L.; Sutherland, Marah; Nelson, Nancy J.; Fien, Hank – Journal of Special Education Technology, 2019
Mathematics interventions aimed at accelerating the learning of students with mathematics difficulties (MD) should be developed through a design science approach such as the Curriculum Research Framework (CRF). Precision Mathematics is a National Science Foundation-funded DRK-12 Design and Development project focused on building mathematical…
Descriptors: Curriculum Research, Mathematics Instruction, Intervention, Curriculum Design
Woodard, Rebecca; Machado, Emily – Journal of Digital Learning in Teacher Education, 2017
Using ethnographic methods, this article looks closely at how a team of first-grade teachers and digital media artists in an urban elementary school used video in innovative ways during professional development over the course of one year. Extending a body of literature that primarily documents how video can be used as a tool in professional…
Descriptors: Video Technology, Ethnography, Faculty Development, Elementary School Teachers
Muir, Tracey; Callingham, Rosemary; Beswick, Kim – Journal of Digital Learning in Teacher Education, 2016
This article presents a case study of one particular lesson in which a teacher uses the features of an interactive whiteboard (IWB) to teach mental computation strategies to a Grade 1 class. The framework of Technological Pedagogical Content Knowledge (TPACK) is used to evaluate the teacher's use of the IWB to teach mathematical concepts to young…
Descriptors: Case Studies, Grade 1, Mathematics Instruction, Technological Literacy
Woloshyn, Vera Ella; Bajovic, Mira; Worden, Melissa Maney – Computers in the Schools, 2017
In this qualitative case study, we provide a series of vignettes illustrating a Grade 1 teacher's experiences integrating iPad technology into her instruction over a school year. We use the digital didactic model to deconstruct these vignettes and draw upon the teacher's reflections to gain further insights about her instructional experiences…
Descriptors: Qualitative Research, Case Studies, Vignettes, Grade 1
Jenson, Jennifer; de Castell, Suzanne; Muehrer, Rachel; McLaughlin-Jenkins, Erin – Canadian Journal of Learning and Technology, 2016
There is a great deal of enthusiasm for the use of games in formal educational contexts; however, there is a notable and problematic lack of studies that make use of replicable study designs to empirically link games to learning (Young, et al., 2012). This paper documents the iterative design and development of an educationally focused game,…
Descriptors: Teaching Methods, Video Games, Handheld Devices, Educational Technology
Grimes, Ka Rene – International Association for Development of the Information Society, 2014
The purpose of this paper is to provide a narrative of work in progress to validate a math app designed for number sense. To date I have conducted classroom research and pilot studies across ten early childhood classrooms in two schools and will begin an empirical study at the beginning of the 2014-2015 school year. Through my work I believe the…
Descriptors: Mathematics Instruction, Computer Oriented Programs, Teaching Methods, Educational Technology
del Moral-Pérez, Mª Esther; Fernández-García, Laura Carlota; Guzmán-Duque, Alba Patricia – Electronic Journal of Research in Educational Psychology, 2015
Introduction: Our research focused on studying the extent to which the planned, systematic use of educational videogames can result in the generation of learning contexts conducive to developing Multiple Intelligences (MIs) amongst schoolchildren. Methodology: A twofold methodological approach was adopted: a) qualitative: previous assessment and…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Multiple Intelligences
Al-Mashaqbeh, Ibtesam; Al Shurman, Muneera – Journal of Education and Practice, 2015
This study aimed to investigate the effect of using e-textbooks, activities, games, and worksheets that loaded onto students tablets on first grade students' achievement on their core curriculum (science, math, English, Arabic) compared to the use of the traditional teaching method. It also, investigated the school administration reflection toward…
Descriptors: Foreign Countries, Quasiexperimental Design, Control Groups, Experimental Groups
Fekonja-Peklaj, Urška; Marjanovic-Umek, Ljubica – Early Child Development and Care, 2015
The aim of this qualitative study was to evaluate the positive and negative aspects of the interactive whiteboard (IWB) and tablet computers use in the first grade of primary school from the perspectives of three groups of evaluators, namely the teachers, the pupils and an independent observer. The sample included three first grade classes with…
Descriptors: Qualitative Research, Interactive Video, Educational Technology, Laptop Computers
Foley, Leslie M. – ProQuest LLC, 2013
As digital media practices become readily available in today's classrooms, literacy and literacy instruction are changing in profound ways (Alvermann, 2010). Professional organizations emphasize the importance of integrating new literacies (New London Group, 1996) practices into language-arts instruction (IRA, 2009; NCTE, 2005). As a result,…
Descriptors: Story Telling, Grade 1, Grade 2, Elementary School Students
Powers, Jillian R. – ProQuest LLC, 2014
The purpose of this mixed methods study was twofold. First, the study assessed whether Davis' (1989) Technology Acceptance Model (TAM) was useful in predicting instructional usage of the interactive whiteboard (IWB), as reported by K-8 teachers. Second, the study set out to understand what motivated those teachers to use the IWB for classroom…
Descriptors: Educational Technology, Interactive Video, Bulletin Boards, Mixed Methods Research
Godzicki, Linda; Godzicki, Nicole; Krofel, Mary; Michaels, Rachel – Online Submission, 2013
This action research project report was conducted in order to increase motivation and engagement in elementary and middle school students through technology-supported learning environments. The study was conducted from August 27, 2012, through December 14, 2012 with 116 participating students in first-, fourth-, fifth- and eighth-grade classes. To…
Descriptors: Educational Environment, Homework, Educational Technology, Student Motivation
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