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Hoover, Jennifer Lauren – ProQuest LLC, 2019
Some approaches to teaching mathematics have led to decreased student motivation. Gamification is an application of game elements within nongame settings. While gamification may increase motivation in other contexts, its effective use in digital mathematics instruction to motivate elementary students is undetermined. Based on the constructs of…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Game Based Learning
O'Reilly, James; Barry, Brendan – Irish Educational Studies, 2023
Computer-Aided Design (CAD) and 3D printing are not new technologies but are technologies which, in recent years, have become more accessible to hobbyists and enthusiasts. Engaging with these technologies allows the user to investigate and manipulate virtual and physical 3D shapes, which may affect spatial awareness. The literature suggests that…
Descriptors: Computer Assisted Design, Computer Peripherals, Printing, Mathematics Skills
Sorensen, Birgitte Holm; Levinsen, Karin Tweddell – Designs for Learning, 2014
Today's digitalization allows users to interact, collaborate, communicate and create user-generated content. The technology is intuitive and easy to use even for young children, and new learning opportunities emerge. Particularly, students' production as a learning form benefits from digitalization as the new opportunities enable young students to…
Descriptors: Design, Educational Technology, Technology Uses in Education, Access to Computers
Hashemi, Sylvana Sofkova; Bunting, Leona Johansson – Research-publishing.net, 2012
Recent investments in schools in Sweden focus on increased availability of technology and ways to incorporate digital media in the classroom. Via the computer screen, students are involved in a new type of writing and communication culture that allows for new approaches in literacy instruction and learning (Lorentzen & Smidt, 2010). The…
Descriptors: Foreign Countries, Elementary School Students, Educational Technology, Technology Uses in Education
Union, Craig D.; Union, Lori Walker; Green, Tim D. – TechTrends: Linking Research and Practice to Improve Learning, 2015
This study explored the effects of a portable technology intervention, the Nook Simple Touch eReader, on student performance in Reading and English/Language Arts when included as an integral part of the teaching and learning process in an elementary third-grade classroom. This study used the participating students' end-of-year second-grade scores…
Descriptors: Handheld Devices, Electronic Learning, Grade 3, Technology Uses in Education
Minahan, Jessica – Harvard Education Press, 2014
Since its publication in 2012, "The Behavior Code: A Practical Guide to Understanding and Teaching the Most Challenging Students" has helped countless classroom teachers, special educators, and others implement an effective, new approach to teaching focused on skill-building, practical interventions, and purposeful, positive interactions…
Descriptors: Student Behavior, Behavior Problems, Intervention, Anxiety Disorders
Klinkenborg, Ann Maria – ProQuest LLC, 2011
This study examines the effect of physical activity on science instruction. To combat the implications of physical inactivity, schools need to be willing to consider all possible opportunities for students to engage in moderate-to-vigorous physical activity (MVPA). Integrating physical activity with traditional classroom content is one…
Descriptors: Teaching Methods, Science Instruction, Physical Activities, Holistic Approach
Hackbarth, Steven – Information Technology in Childhood Education Annual, 2004
This is the third in a series of studies examining young students' attitudes toward and knowledge about computers. Data were collected at the end of students' third and fourth grade academic years and analyzed with respect to their "love" of computers, their feelings of competence in using them, and the number of computer terms they…
Descriptors: Elementary School Students, Internet, Computer Literacy, Access to Computers