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Showing 1 to 15 of 27 results Save | Export
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Antje Boomgaarden; Katharina Loibl; Timo Leuders – Interactive Learning Environments, 2023
PS-I learning approaches with an initial problem-solving phase (PS) followed by an instruction phase (I) can be optimised by providing adaptive (individualised) instruction that builds on students' problem-solving products. A computer-based implementation of both phases offers the possibility of adaptivity at the transition from the…
Descriptors: Computer Assisted Instruction, Technology Uses in Education, Fractions, Educational Environment
Lacey Gosch – ProQuest LLC, 2023
The COVID-19 pandemic posed a significant problem for K-12 education. To prevent the spread of the virus, the educational community mandated school closures shifting instructional practices from a traditional face-to-face model into a remote instructional model (Bailey et al., 2021; Bawa, 2020; Domina et al., 2021; Onyema et al., 2020; Wyse et…
Descriptors: COVID-19, Pandemics, Grade 3, Grade 4
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Teeple, Sarah K.; Benolken, Amanda – E-Learning and Digital Media, 2023
The current mixed method study sought to clarify the complex relationships that may influence student achievement in online learning environments. In the United States, the number of students who are participating in some form of virtual or remote learning is increasing for a variety of reasons. However, the body of research regarding elementary…
Descriptors: Social Emotional Learning, Academic Achievement, Electronic Learning, Educational Environment
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Hatunoglu, Ögrt. Üy. Bedri Yavuz; Akbas, Ögretmen Aytaç; Gökalp, Murat – Turkish Online Journal of Educational Technology - TOJET, 2023
The aim of this study is to examine the opinions of secondary school students about mathematics lessons taught with distance education. The research was carried out by taking the opinions of 286 secondary school students from one state school selected from each of the provinces (Manisa, Izmir, Mugla, Antalya, Sirnak, Bitlis). Quantitative and…
Descriptors: Secondary School Students, Student Attitudes, Mathematics Education, Distance Education
Sun, Jiqing – Mathematics Education Research Group of Australasia, 2022
The transition between arithmetic and algebraic thinking is challenging for students. One notable difficulty for students is understanding algebraic symbols--pronumerals. Researchers are exploring pedagogical approaches in seeking to address this issue. The current paper is contributing to this body of literature by illustrating how an online card…
Descriptors: Algebra, Game Based Learning, Electronic Learning, Classroom Environment
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Rayner Bin Tangkui; Tan Choon Keong – Anatolian Journal of Education, 2023
This study aims to investigate the effect of using Minecraft on Year 5 pupils' higher-order thinking skills (HOTS) in fractional problems-solving. A quasi-experimental pretest and posttest non-equivalent groups design was used. The study sample involved 65 Year 5 pupils from two intact classes which consists of 31 pupils as the treatment group and…
Descriptors: Video Games, Thinking Skills, Fractions, Problem Solving
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Lu Zhang; Yue Lei; Tim Pelton; Leslee Francis Pelton; Junjie Shang – Journal of Computer Assisted Learning, 2024
Background: Digital game-based learning (DGBL) has the potential to provide a gender inclusive learning environment for children. Objective: The present study aimed to explore gendered differences among primary school learners in grades three, four, and five within the context of game-based fraction learning from cognitive, motivational and…
Descriptors: Gender Differences, Game Based Learning, Mathematics Education, Electronic Learning
Vail Hilbert – ProQuest LLC, 2022
During the COVID-19 pandemic, K-5 teachers and students rapidly transitioned to an online learning modality. Both the swift conversion and lack of preexisting research left educators and families underprepared for fostering virtual interaction and learning. The purpose of this study was to examine the nature of K-5 online student collaboration,…
Descriptors: COVID-19, Pandemics, Electronic Learning, Elementary School Students
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Hwang, Gwo-Jen; Chang, Shao-Chen; Song, Yanjie; Hsieh, Min-Chuan – Journal of Computer Assisted Learning, 2021
Scholars have suggested that flipped learning can be enhanced by designing effective in-class learning activities to improve students' higher order thinking skills. Problem posing has been recognized as such a learning strategy that has great potential for improving students' higher order thinking skills. However, it has been reported as a…
Descriptors: Flipped Classroom, Educational Environment, Electronic Learning, Concept Mapping
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Kate Darmody; Julie Booth; Fergal O’Toole; Alexandra Alcala; Josephine Bleach; Paul Stynes; Pramod Pathak – International Association for Development of the Information Society, 2022
STEM family e-learning involves increasing the engagement in STEM home learning activities. STEM home learning activities range from exploring subjects such as science technology, engineering, and maths through a fun play based K-6 STEM curriculum. The family are trained to act as teachers, mentors, and coaches to the K-6 members. Families from…
Descriptors: Family (Sociological Unit), Family Involvement, STEM Education, Electronic Learning
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Snodgrass Rangel, Virginia; Henderson, Jerrod A.; Martinez, Chelsea; Greer, Rick – Journal of Pre-College Engineering Education Research, 2022
The COVID-19 pandemic forced much of schooling online and limited students' access to informal learning opportunities such as afterschool programs. The purpose of this study was to investigate how fourth- and fifth-grade students engaged in an online engineering program and what factors influenced their engagement. We drew on a four-dimensional…
Descriptors: Elementary School Students, Learner Engagement, After School Education, Engineering Education
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Eysink, Tessa H. S.; van Dijk, Alieke M.; de Jong, Ton – Educational Technology Research and Development, 2020
This paper describes the development of the BE COOL! learning environment that gives all children, gifted and non-gifted, the opportunity to learn at a level matching their specific needs and abilities within the social context of regular education. BE COOL! uses the ability-adjusted jigsaw method, in which children of varying ability levels work…
Descriptors: Electronic Learning, Academically Gifted, Inclusion, Educational Environment
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Marklund, Björn Berg; Taylor, Anna-Sofia Alklind – Electronic Journal of e-Learning, 2016
The task of integrating games into an educational setting is a demanding one, and integrating games as a harmonious part of a bigger ecosystem of learning requires teachers to orchestrate a myriad of complex organizational resources. Historically, research on digital game-based learning has focused heavily on the coupling between game designs,…
Descriptors: Educational Games, Learner Engagement, Case Studies, Preschool Teachers
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Okita, Sandra Y. – British Journal of Educational Technology, 2014
This study examined whether developing earlier forms of knowledge in specific learning environments prepares students better for future learning when they are placed in an unfamiliar learning environment. Forty-one students in the fifth and sixth grades learned to program robot movements using abstract concepts of speed, distance and direction.…
Descriptors: Robotics, Electronic Learning, Programming, Learning Processes
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Xu, Xinhao; Ke, Fengfeng – American Journal of Distance Education, 2016
This exploratory study examined the design issues related to a virtual-reality-based, gamelike learning environment (VRGLE) developed via OpenSimulator, an open-source virtual reality server. The researchers collected qualitative data to examine the VRGLE's usability, playability, and content integration for math learning. They found it important…
Descriptors: Computer Simulation, Educational Environment, Mathematical Concepts, Mathematics Instruction
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