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Cabezas-González, Marcos; Casillas-Martín, Sonia; García-Valcárcel Muñoz-Repiso, Ana – Journal of New Approaches in Educational Research, 2022
Technology has become invaluable and digital competence has turned into a necessity for students. The research presented here aims to propose mediation models that explain the influence of attitudinal, technology use, and family factors on the level of digital problem-solving skills of compulsory education students (12-14 years old). A…
Descriptors: Technological Literacy, Problem Solving, Computer Use, Student Attitudes
Dúo-Terrón, Pablo; Moreno-Guerrero, Antonio-José; Marín-Marín, José-Antonio – Education Sciences, 2022
Information and communication technology (ICT) is being immersed in people's daily lives at an increasingly younger age. It has been key for adolescents to pursue distance education, and their use and mastery of technological means and tools with Internet access has increased. In this study, the motivation, specifically in the interest, digital…
Descriptors: Information Technology, Educational Technology, Student Motivation, Technological Literacy
Gallardo-Fernández, Isabel María; Monsalve Lorente, Laura; Aguasanta-Regalado, Miriam Elizabeth – Digital Education Review, 2021
Our contribution is based on the most noteworthy results of a research project focusing on teaching strategies at a time when the contents of the primary education curriculum are becoming digital. The expansion of the digital content industry is forcing a paradigm shift. In this paper we analyse the strategies implemented by teachers of the fifth…
Descriptors: Elementary Education, Teaching Methods, Technology Uses in Education, Grade 5
Flores-Bascuñana, Míriam; Diago, Pascual D.; Villena-Taranilla, Rafael; Yáñez, Dionisio F. – Education Sciences, 2020
Nowadays, Augmented Reality (AR) is one of the emerging technologies with a greater impact in the Education field. Research has proved that AR-based activities improve the teaching and learning processes. Also, the use of this type of technology in classroom facilitates the understanding of contents from different areas as Arts, Mathematics or…
Descriptors: Grade 6, Elementary School Students, Educational Technology, Technology Uses in Education
Cristina Menescardi; Aida Carballo-Fazanes; Núria Ortega-Benavent; Isaac Estevan – Journal of Motor Learning and Development, 2024
The Canadian Agility and Movement Skill Assessment (CAMSA) is a valid and reliable circuit-based test of motor competence which can be used to assess children's skills in a live or recorded performance and then coded. We aimed to analyze the intrarater reliability of the CAMSA scores (total, time, and skill score) and time measured, by comparing…
Descriptors: Interrater Reliability, Evaluators, Scoring, Psychomotor Skills
Rodríguez-Regueira, Nerea; Rodríguez-Rodríguez, Jesús – Educational Media International, 2022
This study describes the current status of digital textbooks (DTBs) for Primary Education in Spain. Thirty digital teaching materials were analyzed. The method applied was content analysis. An analysis guide aimed at unraveling the technological, pedagogical and functional characteristics of this type of materials was designed, validated and…
Descriptors: Textbooks, Electronic Books, Elementary Education, Foreign Countries
Jesús Ribosa; David Duran – Research in Science & Technological Education, 2024
Background: Given the scarce but promising practice of educational interventions based on the creation of teaching materials by students, Bikos Project has been designed. Purpose: This article presents and assesses Bikos Project. Pairs of students cooperatively create video tutorials from questions that arise from their scientific curiosity. Four…
Descriptors: Video Technology, Science Instruction, Intervention, Instructional Materials
Dooly, Melinda; Thrasher, Tricia; Sadler, Randall – RELC Journal: A Journal of Language Teaching and Research, 2023
Recently, immersive virtual reality (VR) environments for language learning have garnered interest from researchers and practitioners alike, based on their realistic imitations of environments where target languages might be used for "authentic-like" interactions (with other learners, bots and avatars). However, the majority of research…
Descriptors: Second Language Learning, Learning Experience, Computer Simulation, Student Attitudes
Fraga-Varela, Fernando; Alonso-Ferreiro, Almudena – Canadian Journal of Learning and Technology, 2022
Almost a decade after the massive incorporation of technology into schools in Galicia, Spain based on 1:1 computing programs, where teachers and students have access to laptop computers, this study explored the effects of technology on the lives of children in situations of socio-cultural and economic exclusion. Three case studies were selected…
Descriptors: Foreign Countries, Educational Technology, Technological Literacy, Elementary School Students
Sáez-López, José-Manuel; Sevillano-García, M. Luisa; Pascual-Sevillano, M. Ángeles – Comunicar: Media Education Research Journal, 2019
Augmented reality (AR) immersion enables virtual objects and real environments to coexist and encourage experimentation with phenomena that are not possible in the real world. Augmented reality is generating new opportunities for the development of ubiquity within educational environments. The objective of this study was to analyze the impact that…
Descriptors: Computer Simulation, Simulated Environment, Educational Technology, Elementary School Students
Nieto Moreno de Diezmas, Esther; Dondarza Manzano, Pablo – Digital Education Review, 2016
In this paper the experience of learners during the first phase of the PIPLEP project is explored. PIPLEP is aimed at promoting digital literacy and independent learning with the creation of personal learning environments (PLEs) as the final product. The participants were a group of 17 students enrolled in year 5 of primary school, and the main…
Descriptors: Elementary School Students, Technological Literacy, Independent Study, Student Attitudes
Muñoz-Cristóbal, Juan A.; Jorrín-Abellán, Iván M.; Asensio-Pérez, Juan I.; Martínez-Monés, Alejandra; Prieto, Luis P.; Dimitriadis, Yannis – IEEE Transactions on Learning Technologies, 2015
During the last decades, educational contexts have transformed into complex technological and social ecologies, with mobile devices expanding the scope of education beyond the traditional classroom, creating so-called Ubiquitous Learning Environments (ULEs). However, these new technological opportunities entail an additional burden for teachers,…
Descriptors: Educational Technology, Technology Uses in Education, Elementary Education, Elementary School Teachers
Prieto, Nuria Joglar; Sordo Juanena, José María; Star, Jon R. – International Journal of Mathematical Education in Science and Technology, 2014
The information and communication technologies of Web 2.0 are arriving in our schools, allowing the design and implementation of new learning environments with great educational potential. This article proposes a pedagogical model based on a new geometry technology-integrated learning environment, called "Geometry 2.0," which was tested…
Descriptors: Web 2.0 Technologies, Geometry, Mathematics Instruction, Elementary School Mathematics
Hernández-Bravo, Juan R.; Cardona-Moltó, M. Cristina; Hernández-Bravo, José A. – Music Education Research, 2016
The purpose of this study was to examine the effect of an information and communications technology (ICT)-based individualised music education programme on primary students' musical competence. A 2 × 3 aptitude treatment interaction factorial design was used to assess the impact of the programme as a function of students' musical aptitude (MA)…
Descriptors: Information Technology, Foreign Countries, Music, Elementary School Students
Zhao, Zhuxuan; Linaza-Iglesias, José L. – Electronic Journal of Research in Educational Psychology, 2015
Introduction: The study was carried out with children of 2nd, 4th and 6th grades of elementary school in order to explore what and how will children learn from a completely new videogame. Method: We organized children from 2nd, 4th and 6th grades of elemental school, giving them chance to play a freshly released videogame by that time. We formed…
Descriptors: Video Games, Educational Technology, Grade 2, Grade 4
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