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Kathy L. S. Garneau – ProQuest LLC, 2023
A theoretical framework grounded in constructionism and pragmatism theories supported research on learning by doing. This framework underpinned the purpose of this qualitative case study to explore how K-8 STEM teachers facilitated projects utilizing innovative technologies to solve community-based problems. The problem was a lack of connection…
Descriptors: Kindergarten, Grade 1, Grade 2, Grade 3
Sias, Christina M.; Nadelson, Louis S.; Juth, Stephanie M.; Seifert, Anne L. – Journal of Educational Research, 2017
Students need to be prepared for the 21st century by developing the literacy skills necessary for participating in the age of synthesis--an age that requires a progressive set of skills and knowledge. The authors identified nine educational innovations that are perceived to be effective for preparing students for the 21st century age of synthesis…
Descriptors: STEM Education, Lesson Plans, Educational Innovation, Elementary School Teachers
Demski, Jennifer – T.H.E. Journal, 2012
During what might have in the distant past been called "quiet time" in Arlene Anderson's fourth-grade classroom, many of her students are glued to their netbooks. The intense, enthusiastic focus and the hushed chatter amongst the students are all about high scores and strategy. Students are revising and editing their writing assignments within a…
Descriptors: Writing Achievement, Educational Technology, Writing Skills, Writing Processes
Kim, Do Kyun; Dinu, Lucian F.; Chung, Wonjon – International Journal of Information and Communication Technology Education, 2013
Currently, the South Korean government is in the process of transforming school textbooks from a paper-based platform to a computer-based digital platform. Along with this effort, interactive online educational games (edu-games) have been examined as a potential component of the digital textbooks. Based on the theory of diffusion of innovations,…
Descriptors: Computer Games, Textbooks, Foreign Countries, Grade 4
Lee, Young-Jin – Journal of Educational Multimedia and Hypermedia, 2010
Teaching computer programming to young children has been considered difficult because of its abstract and complex nature. The objectives of this study are (1) to investigate whether an innovative educational technology tool called Scratch could enable young children to learn abstract knowledge of computer programming while creating multimedia…
Descriptors: Educational Strategies, Young Children, Computers, Programming
Zhang, Jianwei; Scardamalia, Marlene; Reeve, Richard; Messina, Richard – Journal of the Learning Sciences, 2009
This article reports a design experiment conducted over three successive school years, with the teacher's goal of having his Grade 4 students assume increasing levels of collective responsibility for advancing their knowledge of optics. Classroom practices conducive to sustained knowledge building were co-constructed by the teacher and students,…
Descriptors: Optics, Educational Technology, Grade 4, Social Networks
Triona, Lara M.; Klahr, David – Science Education Review, 2007
Hands-on science typically uses physical materials to give students first-hand experience in scientific methodologies, but the recent availability of virtual laboratories raises an important question about whether what students' hands are on matters to their learning. The overall findings of two articles that employed simple comparisons of…
Descriptors: Hands on Science, Scientific Methodology, Virtual Classrooms, Laboratory Experiments
Murray, Jenny; Bartelmay, Kathy – Science and Children, 2005
Can second-grade students construct an understanding of sophisticated science processes and explore physics concepts while creating their own inventions? Yes! Students accomplished this and much more through a month-long project in which they used Legos and Robolab, the Lego computer programing software, to create their own inventions. One…
Descriptors: Grade 2, Workshops, Educational Technology, Teaching Methods