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Andrea Armour Trudeau – ProQuest LLC, 2024
With virtual reality (VR) tools becoming increasingly prevalent in K-12 schools today, educators now possess the means to transport students to digitally simulated times and places without ever leaving the classroom. However, current application of this experiential technology is in its nascent stage and subsequent research is often limited to…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Grade 7
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Huda S. Alazmi; Ghader M. Alemtairy – Education and Information Technologies, 2024
There is increasing educational interest in immersive virtual reality (IVR) applications which aid student learning and performance. However, few empirical studies have investigated the potential for implementing the technology in middle-school social studies classrooms. This study employed a quasi-experimental approach to address this issue,…
Descriptors: Computer Simulation, Field Trips, Middle School Students, Social Studies
Mingyu Feng; Gary Weiser; Kelly Collins – WestEd, 2024
This report delves into the cost and effectiveness of the ASSISTments program as an online math support tool. Aiming to replicate previous findings, the study focused on the impact of ASSISTments on student learning in seventh-grade classrooms. The report outlines the study's objectives, setting, and participants alongside the study design,…
Descriptors: Costs, Cost Effectiveness, Mathematics Instruction, Educational Technology
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Yildirim, Mehtap; Gurleroglu, Lerna – International Journal of Web-Based Learning and Teaching Technologies, 2022
The effect of the COVID-19 pandemic shows that schools must adapt new approaches in order to continue to provide teaching and learning at schools. To achieve this, students must be equipped to learn in a multifaceted, multitasking, and technology-driven world, and the utilization of web 2.0 tools has been revealed as important in this endeavor.…
Descriptors: COVID-19, Pandemics, Educational Technology, Technology Uses in Education
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Kaya, Merve; Yildirim, Fatih Serdar – Turkish Online Journal of Educational Technology - TOJET, 2022
The purpose of this study is to examine the effect of the flipped learning model (Staker & Horn, 2012), which is one of the types of rotation model in the sub-level of blended learning models, on students' understanding of the nature of science and their achievements. In the study, the mixed research method, which allows the quantitative and…
Descriptors: Flipped Classroom, Scientific Principles, Science Instruction, Grade 7
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Mingyu Feng; Chunwei Huang; Kelly Collins – Society for Research on Educational Effectiveness, 2023
Context: The use of educational technology for improving K-12 math education has expanded dramatically recently. ASSISTments (Heffernan & Heffernan, 2014), a widely used digital platform, has seen its use in schools increase significantly from 800 to 20,000 teachers over the past two years. A review of evidence-based online programs by the…
Descriptors: Mathematics Instruction, Homework, Intervention, Educational Technology
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Bone, Erin K.; Bouck, Emily C.; Satsangi, Rajiv – Exceptionality, 2023
Manipulatives are an effective mathematical tool to support students with disabilities in the area of mathematics. Yet, there remain inconsistencies in terms of which type -- concrete or virtual -- is more effective for students with disabilities working on algebra related content and which type is preferred by students. The researchers used an…
Descriptors: Manipulative Materials, Students with Disabilities, Mathematics Instruction, Algebra
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Hyo-Jeong So; Matthew Gaydos – Pedagogies: An International Journal, 2024
As digital games become more integrated into education, striking a balance between technology and pedagogy is essential. This study investigates digital games as contexts for problem-based learning (PBL) to actively involve students in problem-solving in a Korean middle school. This study examined two cases (Social Studies and Science) where…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Problem Based Learning
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Elbay, Sezgin – Turkish Online Journal of Distance Education, 2022
The purpose of the research is to examine the contributions and limitedness of virtual museum visits according to 7th grade students. Therefore, the research was conducted in accordance with the holistic single case study. The study group of the research was 14 students ranging in age from 11 to 12, determined by the criterion case sampling…
Descriptors: Foreign Countries, COVID-19, Pandemics, Grade 7
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Özkal, Ibrahim; Kiliçer, Kerem – International Technology and Education Journal, 2022
The purpose of this study was to develop a 3D virtual reality environment and to examine its effectiveness in order to facilitate the adaptation and integration of immigrant students into school. In the study, which was carried out in two stages, the design-based research method and the mixed research method were used, respectively. In the study…
Descriptors: Computer Simulation, Program Development, Program Effectiveness, Immigrants
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Jung, Hyunyi; Son, Ji-Won; Ji-Yeong, I – Mathematics Teacher: Learning and Teaching PK-12, 2022
Data reasoning and digital literacy skills, especially the ability to find, represent, and accurately interpret the relevant data, are critical in workplaces and lifetime experiences. Given the importance of developing data reasoning skills from learners' experiences, this article aims to describe teacher and student actions that contributed to…
Descriptors: COVID-19, Pandemics, Relevance (Education), Mathematics Instruction
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Lumagbas, Jedaiah Joel; Smith, Wally; Care, Esther; Scoular, Claire – Technology, Pedagogy and Education, 2019
Many developing countries are investing in large-scale initiatives to deploy information and communications technology in schools. However, merely equipping schools with hardware and software does not guarantee that the technology is used effectively to improve learning outcomes. This study aims to identify factors that influence the use of…
Descriptors: Foreign Countries, Developing Nations, Educational Technology, Technology Uses in Education
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Tai, Tzu-Yu; Chen, Howard Hao-Jan; Todd, Graeme – Computer Assisted Language Learning, 2022
VR technology allows learners to access simulated, immersive and interactive virtual environments to perform authentic learning activities. In particular, VR has emerged as a valuable tool for L2 learning. However, VR research has tended to pay more attention to desktop-based VR than to VR via mobile-rendered HMDs, leaving the potentials of VR…
Descriptors: Computer Simulation, Educational Technology, English (Second Language), Second Language Learning
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Melike Sule Yildiza; Yavuz Yaman – Journal of Learning and Teaching in Digital Age, 2024
The aim of this study is to investigate the effect of digital gamification-based instruction on the attitudes towards mathematics and anxiety of seventh-grade gifted students in the "Equation and Equation" unit. In this study, pretest-posttest unbalanced group experimental design was used. The study was conducted in the 2022-2023…
Descriptors: Gamification, Computer Games, Student Attitudes, Mathematics Anxiety
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Stenliden, Linnéa; Bodén, Ulrika; Nissen, Jörgen – Journal of Research on Technology in Education, 2019
The study explores students' production of interactive visualized stories with visual analytics (VA). The aim is to understand emerging interactions in classrooms of grades 7-9 students when visual storytelling methods are playing a part in producing social science content. The dual aspects of visual literacy, information retrievement paired with…
Descriptors: Grade 7, Grade 8, Grade 9, Story Telling
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