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Jiang, Shiyan – Educational Technology & Society, 2023
The field of STEM education calls for a nuanced understanding of participation as participation measured by attendance provides limited information about student learning. This multiple case study contributes to a nuanced understanding of youth's participation trajectories in a multimodal composition project. In the project, fifth to eighth grade…
Descriptors: STEM Education, Student Participation, Grade 5, Grade 6
Liu, Wenhui; Wang, Cixiao – Educational Technology & Society, 2022
In science classrooms, technology affordance varies depending on device-student ratios (DSR) and the ways virtual manipulatives on mobile devices are used. Additionally, external scripts (ES) are widely used to promote effective group interaction in collaborative learning. Therefore, this research explored the influence of DSR and ES on…
Descriptors: Science Education, Grade 6, Telecommunications, Handheld Devices
Zhong, Baichang; Wang, Qiyun; Chen, Jie; Li, Yi – Educational Technology & Society, 2017
Pair programming (PP) is a useful approach to fostering computational thinking for young students. However, there are many factors impacting on the effectiveness of PP. The period of switching roles between the driver and the navigator is often ignored by researchers. Therefore, this study aimed to explore the impact of the switching period on PP.…
Descriptors: Programming, Cooperative Learning, Instructional Effectiveness, Teaching Methods
Chen, Chih-Hung; Hwang, Gwo-Jen – Educational Technology & Society, 2017
Previous research has illustrated the importance of acquiring knowledge from authentic contexts; however, without full engagement, students' learning performance might not be as good as expected. In this study, a Team Competition-based Ubiquitous Gaming approach was proposed for improving students' learning effectiveness in authentic learning…
Descriptors: Teamwork, Competition, Educational Games, Learning Activities
Susaeta, Heinz; Jimenez, Felipe; Nussbaum, Miguel; Gajardo, Ignacio; Andreu, Juan Jose; Villalta, Marco – Educational Technology & Society, 2010
The popularity of massively multiplayer online role-playing games (MMORPGs) has grown enormously, with communities of players reaching into the millions. Their fantasy narratives present multiple challenges created by the virtual environment and/or other players. The games' potential for education stems from the fact that players are immersed in a…
Descriptors: Role Playing, Educational Games, Computer Simulation, Computer Uses in Education
Sullivan, Florence R. – Educational Technology & Society, 2011
This paper presents the results of a micro-genetic analysis of the development of a creative solution arrived at by students working collaboratively to solve a robotics problem in a sixth grade science classroom. Results indicate that four aspects of the enacted curriculum proved important to developing the creative solution, including the…
Descriptors: Group Dynamics, Inquiry, Grade 6, Creative Thinking
Chuang, Po-Jen; Chiang, Ming-Chao; Yang, Chu-Sing; Tsai, Chun-Wei – Educational Technology & Society, 2012
In this paper, we propose a grouping strategy to enhance the learning and testing results of students, called Pairing Strategy (PS). The proposed method stems from the need of interactivity and the desire of cooperation in cooperative learning. Based on the social networks of students, PS provides members of the groups to learn from or mimic…
Descriptors: Foreign Countries, Questionnaires, Academic Achievement, Low Achievement