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Emine Kandin; Emine Sendurur – Interactive Learning Environments, 2023
The aim of this study is to investigate the effects of the integration of goal-based scenario (GBS) approach into a block-based coding instruction. Scratch platform was used to find out the effects of GBSs on programming skills of students, who did not have any programming experience. GBSs were used during practice and the development in students'…
Descriptors: Objectives, Grade 5, Programming, Programs
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Rosamaria Crisci; Umberto Dello Iacono; Eva Ferrara Dentice – Digital Experiences in Mathematics Education, 2024
This paper outlines the design and application of a didactic sequence aimed at facilitating primary students' understanding of axial symmetry, utilizing a combination of digital artefacts and paper tasks. We wondered to what extent the designed didactic sequence is able to make primary school students formulate and validate effective programming…
Descriptors: Elementary Education, Visual Aids, Grade 5, Geometry
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Kai-Yi Chin; Yen-Lin Chen – Interactive Learning Environments, 2023
Using digital learning content to realize learning in games is a rapidly-developing direction of interest for teachers and researchers. This study has developed a digital role-playing gaming system to review Social Studies course content to a fifth Grade class at an elementary school. It allows students to experience the historical storyline of…
Descriptors: Role Playing, Video Games, Academic Achievement, Student Motivation
Stephanie T. Holmberg – ProQuest LLC, 2024
This instrumental mixed methods case study investigated Grades 3-5 classroom teachers' perceptions of teaching for creativity and the effects of a researcher-developed, one-day, online professional development creativity module intervention within a suburban school district in south-central Pennsylvania. Creativity has been identified as a…
Descriptors: Elementary School Teachers, Grade 3, Grade 4, Grade 5
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Michael Cook; Ashley Grant – Society for Research on Educational Effectiveness, 2024
Background/Context: Schools are spending more money than ever on a growing number of educational technology programs which are designed to boost student learning outcomes, especially after the integration of online learning that was necessitated by COVID-19 pandemic school closures and disruptions (Instructure, 2024; Teras et al., 2020). Rigorous…
Descriptors: Elementary School Students, Grade 3, Grade 4, Grade 5
Jackie D. Freeman – ProQuest LLC, 2022
The purpose of this research project was to investigate the effect of the Think Through Math (TTM) online tutorial on student achievement in mathematics and student self-perception in mathematics ability. The treatment group consisted of 140 fifth grade students who received general instruction and daily access to TTM. The control group consisted…
Descriptors: Mathematics Education, Self Efficacy, Grade 5, Technology Uses in Education
Shalyn Clay – ProQuest LLC, 2023
The Center for Disease Control (CDC) did not allow elementary aged students to receive the vaccination for COVID-19 (which will be referred to as the pandemic) until the Spring of 2021. This created two environments: the face-to-face learning environment and the virtual learning environment. Teachers were thrown into a situation in which they had…
Descriptors: Elementary School Students, Grade 3, Grade 4, Grade 5
Laurie Ann Gentry-Goodale – ProQuest LLC, 2024
There is a strong need for fifth-grade students to become proficient in mathematical problem-solving using fractional computations because it will have a lasting impact on student achievement. Traditionally, mathematics is taught inside a brick-and-mortar classroom, grounded in rote memorization of facts, rules, and formulas. In recent years, more…
Descriptors: Grade 5, Problem Solving, Fractions, Computation
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Zhang, Jianwei; Tian, Yan; Yuan, Guangji; Tao, Dan – Science Education, 2022
As a hallmark of authentic science practices, students need to enact epistemic agency to shape/reshape the key aspects of their inquiry work as a collaborative community. This study elaborates an emergent temporal mechanism for engaging students' epistemic agency: "reflective structuration" by which members of a classroom community…
Descriptors: Science Education, Inquiry, Grade 5, Elementary School Students
Saes Byul Kim – ProQuest LLC, 2023
Civic purpose involves both students' attitudinal and behavioral commitments to social causes and is critical for our young generation to flourish as human beings and to withhold a healthy democracy in the current social climate. The purpose of the current study was to investigate the relations among elementary students' social-, moral-…
Descriptors: Elementary School Students, Grade 4, Grade 5, Social Studies
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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
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Hier, Bridget O.; MacKenzie, Connor K.; Ash, Tory L.; Maguire, Samantha C.; Nelson, Kaytlin A.; Helminen, Emily C.; Watts, Emily A.; Matsuba, Erin S. M.; Masters, Ellen C.; Finelli, Carly C.; Circe, Joshua J.; Hitchings, Taylor J.; Goldstein, Alec R.; Sullivan, William E. – Journal of Positive Behavior Interventions, 2024
This multiple-baseline design study examined the effects of the Good Behavior Game (GBG) on class-wide academic engagement in online general education classrooms. Teachers in three third- through fifth-grade classrooms in the state of New York implemented the GBG remotely during the COVID-19 pandemic. Treatment integrity was supported using…
Descriptors: Behavior Patterns, Games, Learner Engagement, Distance Education
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Rieke Alyusfitri; Nurhizrah Gistituati; Yerizon; Ahmad Fauzan; Yarman – International Electronic Journal of Elementary Education, 2024
An interactive multimedia-based e-module is an enhanced version of conventional modules incorporating information technology. It integrates navigation buttons and user instructions, enabling independent use by those at any location and time. This phenomenon facilitates the optimal implementation of learning in the digital literacy era. This study…
Descriptors: Outcomes of Education, Student Reaction, Multimedia Instruction, Electronic Learning
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Mizrahi, Elinor; Danzig, Noa; Gordon, Goren – International Association for Development of the Information Society, 2022
In this contribution, we present a follow-up work-in-progress on an innovative system for facilitating small-group online discussions using an avatar during a video conference. A previous study has shown that the system had an effective, understandable, and more participatory interaction. Here, we examine long-term usage and its effects on…
Descriptors: Group Discussion, Artificial Intelligence, Videoconferencing, Facilitators (Individuals)
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Sze Ki Marianna Fung; Liping Deng – Educational Technology & Society, 2024
This mixed method study aims to address the lack of self-regulation in primary school students through providing self-regulation training with prompts and modeling in virtual flipped classroom (VFC). A four-week training was integrated into an extra-curricular program of Chinese speech with prompts or modeling embedded in pre-class videos. The…
Descriptors: Self Management, Electronic Learning, Flipped Classroom, Elementary School Students
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