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Muñoz-Repiso, Ana García-Valcárcel; Caballero-González, Yen-Air – Comunicar: Media Education Research Journal, 2019
The development of programming skills is currently promoting from an early school age, trying to get children to take an active and creative role in the use of technologies. The objective of this article is to verify the repercussion of educational robotics activities on kindergarten students in the acquisition of computational thinking and…
Descriptors: Computation, Thinking Skills, Robotics, Early Childhood Education
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Cascales-Martínez, Antonia; Martínez-Segura, María-José; Pérez-López, David; Contero, Manuel – EURASIA Journal of Mathematics, Science & Technology Education, 2017
The main objective of this research is to determine the feasibility of using a multi touch tabletop system for applied mathematics learning in primary education with students with special needs (SEN). The instructional content designed on the tabletop focuses on understanding and managing money, coins, and banknotes. The study also analyzes the…
Descriptors: Mathematics Education, Mathematics Instruction, Case Studies, Special Needs Students
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Moreno-León, Jesús; Robles, Gregorio; Román-González, Marcos – Journal of Information Technology Education: Research, 2016
The introduction of computer programming in K-12 has become mainstream in the last years, as countries around the world are making coding part of their curriculum. Nevertheless, there is a lack of empirical studies that investigate how learning to program at an early age affects other school subjects. In this regard, this paper compares three…
Descriptors: Foreign Countries, Programming, Computer Science Education, Introductory Courses
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del Moral-Pérez, Mª Esther; Fernández-García, Laura Carlota; Guzmán-Duque, Alba Patricia – Electronic Journal of Research in Educational Psychology, 2015
Introduction: Our research focused on studying the extent to which the planned, systematic use of educational videogames can result in the generation of learning contexts conducive to developing Multiple Intelligences (MIs) amongst schoolchildren. Methodology: A twofold methodological approach was adopted: a) qualitative: previous assessment and…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Multiple Intelligences
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Marín Díaz, Verónica; Martín-Párraga, Javier – Journal of New Approaches in Educational Research, 2014
The utilization of videogames is not too common due to their consideration as an element that interferes with the educational and learning process. Thus, few teachers are ready to include videogames as didactic tools. Nevertheless, some educators who consider that they have a potential to become didactic tools are progressively adopting videogames…
Descriptors: Teaching Methods, Video Games, Technology Uses in Education, Educational Technology
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de Zarobe, Yolanda Ruiz; Zenotz, Victoria – Language Learning Journal, 2015
Content and Language Integrated Learning (CLIL) is a multifaceted educational approach which has emerged as a major innovation in improving language learning and subject learning in the curriculum. In order to analyse the effect of this approach, a number of studies (Dalton Puffer, C., T. Nikula and U. Smit, eds. 2010. "Language Use and…
Descriptors: Foreign Countries, Reading Strategies, Second Language Learning, Second Language Instruction
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Justo, Clemente Franco – Electronic Journal of Research in Educational Psychology, 2008
Introduction: Although there have been many definitions and much research has been done in the field of creativity in the last few years, scarce attention has been devoted to studying and investigating the motor area of creativity. In this study we sought to verify the effect that a creative relaxation programme could have on the self-concept…
Descriptors: Experimental Groups, Control Groups, Quasiexperimental Design, Creativity