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Jewoong Moon – Research in Learning Technology, 2024
This study aimed to explore the design and development of verbal prompts in virtual reality (VR)-based social skills training for autistic children. Autism indicates a category with neurodiversity that influences individuals' capability to engage in social and cognitive tasks. This complex neurodevelopmental condition manifests in a wide array of…
Descriptors: Learning Experience, Verbal Communication, Computer Simulation, Technology Integration
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Elin Ericsson; Johan Lundin; Sylvana Sofkova Hashemi – Journal of Research on Technology in Education, 2024
Speaking with an artificial counterpart in simulated environments has been shown beneficial for foreign language learning. Still, few studies have explored how it is experienced by younger students. We report on a study of Swedish students (N = 22) speaking English with embodied conversational agents (ECAs) in everyday-life scenarios. Data were…
Descriptors: Middle School Students, Teacher Attitudes, Second Language Learning, English (Second Language)
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Gembo Tshering – Mathematics Teaching Research Journal, 2024
Algebra is critical in shaping future mathematics success and is integral to the K-12 curriculum. Despite its inclusion, a common challenge arises as students' progress to higher grades without a solid foundation, resulting in challenging learning experiences. This action research study focuses on the algebraic learning experience of a Grade 7…
Descriptors: Grade 7, Intervention, Algebra, Mathematics Instruction
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Lijun Ni; Gillian Bausch; Elizabeth Thomas-Cappello; Fred Martin; Bernardo Feliciano – ACM Transactions on Computing Education, 2024
This study examined student learning outcomes from a middle school computer science (CS) curriculum developed through a researcher and practitioner partnership (RPP) project. The curriculum is based on students creating mobile apps that serve community and social good. We collected two sets of data from 294 students in three urban districts: (1)…
Descriptors: Computer Software, Middle School Students, Coding, Self Efficacy