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Villena Taranilla, Rafael; Cózar-Gutiérrez, Ramón; González-Calero, José Antonio; López Cirugeda, Isabel – Interactive Learning Environments, 2022
Virtual Reality is an emerging educational technology due to its potential immersive, interactive and imaginative characteristics supporting pupils in the learning process towards meaningful learning. Furthermore, the current teaching of history is generally too traditional, making the subject being perceived as pointless and boring by students.…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, History Instruction
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
Villena-Taranilla, Rafael; Cózar-Gutiérrez, Ramón; González-Calero, José Antonio; Diago, Pascual D. – Technology, Pedagogy and Education, 2023
Virtual Reality (VR) is an emerging technology with an increasing number of studies assessing its benefits in educational settings. However, there is a shortage of empirical studies aimed at evaluating the acceptance of this technology in primary education. The authors propose an extended version of the Technological Acceptance Model to examine…
Descriptors: Educational Technology, Computer Simulation, Electronic Learning, Elementary School Students
Fraga-Varela, Fernando; Vila-Couñago, Esther; Martínez-Piñeiro, Esther – Comunicar: Media Education Research Journal, 2021
In recent years there has been a renewal of educational software encouraged by the incorporation of specific designs based on serious games. Previous studies on their use do not provide conclusive data on the advancement in learning, both at a general level and in specific contents. The main objective of this work is to study the impact of the use…
Descriptors: Game Based Learning, Mathematics Instruction, Elementary School Students, Mathematics Achievement
Cervera, Núria; Diago, Pascual D.; Orcos, Lara; Yáñez, Dionisio F. – Education Sciences, 2020
Educational robotics are commonly present in kindergarten and primary school classrooms, particularly Bee-bot. Its ease of use allows the introduction of computer programming to young children in educational contexts from a science, technology, engineering, arts, and mathematics (STEAM) perspective. Despite this rise, there are still few…
Descriptors: Thinking Skills, Mentors, Robotics, Educational Technology
Perez-Lopez, David; Contero, Manuel – Turkish Online Journal of Educational Technology - TOJET, 2013
This paper presents a study to analyze the use of augmented reality (AR) for delivering multimedia content to support the teaching and learning process of the digestive and circulatory systems at the primary school level, and its impact on knowledge retention. Our AR application combines oral explanations and 3D models and animations of anatomical…
Descriptors: Foreign Countries, Simulated Environment, Information Technology, Educational Technology
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
Moreno, David Sanchez-Mora; Lopez, Luis Miguel Garcia; Diaz, Maria Sagrario Del Valle; Martinez, Inmaculada Solera – Physical Education and Sport Pedagogy, 2011
Background: Games represent a very important part of the physical education curriculum and the process by which they are learnt is very complex. Constructive teaching theories highlight the existence of knowledge prior to instruction that the pupil actively transforms through verbalisation and interaction with classmates. The results of research…
Descriptors: Video Technology, Correlation, Physical Education, Play