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Barak, Miri; Ziv, Shani – Computers & Education, 2013
Wandering is an innovative web-based platform that was designed to facilitate outdoor, authentic, and interactive learning via the creation of location-based interactive learning objects (LILOs). Wandering was integrated as part of a novel environmental education program among middle school students. This paper describes the Wandering platform's…
Descriptors: Environmental Education, Internet, Middle School Students, Evaluation
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Freeman, Barbara – Computers & Education, 2012
This study examined the question, "What is the impact of a digital math intervention on secondary ELL students' mathematical capabilities and perceptions of their future possibilities?" The hypothesis was that through its direct effect on increasing students' math ability and its indirect effect on increasing students' perceived math…
Descriptors: Intervention, Student Attitudes, Self Efficacy, Second Language Learning
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Clark, Douglas B.; Nelson, Brian C.; Chang, Hsin-Yi; Martinez-Garza, Mario; Slack, Kent; D'Angelo, Cynthia M. – Computers & Education, 2011
This study investigates the potential of a digital game that overlays popular game-play mechanics with formal physics representations and terminology to support explicit learning and exploration of Newtonian mechanics. The analysis compares test data, survey data, and observational data collected during implementations in Taiwan and the United…
Descriptors: Learner Engagement, Research and Development, Student Attitudes, Mechanics (Physics)
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Charsky, Dennis; Ressler, William – Computers & Education, 2011
Does using a computer game improve students' motivation to learn classroom material? The current study examined students' motivation to learn history concepts while playing a commercial, off-the-shelf computer game, Civilization III. The study examined the effect of using conceptual scaffolds to accompany game play. Students from three ninth-grade…
Descriptors: Control Groups, Concept Mapping, Play, Student Motivation
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Lee, Chun-Yi; Chen, Ming-Puu. – Computers & Education, 2009
The purpose of this study was to investigate the effects of type of question prompt and level of prior knowledge on non-routine mathematical problem solving. A computer game was blended within the pattern reasoning tasks, along with question prompts, in order to demonstrate and enhance the connections between viable problem-solving strategies and…
Descriptors: Prior Learning, Problem Solving, Grade 9, Computers
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Yang, Ya-Ting Carolyn – Computers & Education, 2012
This study investigates the effectiveness digital game-based learning (DGBL) on students' problem solving, learning motivation, and academic achievement. In order to provide substantive empirical evidence, a quasi-experimental design was implemented over the course of a full semester (23 weeks). Two ninth-grade Civics and Society classes, with a…
Descriptors: Grade 9, Civics, Academic Achievement, Learning Motivation
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Kim, Bokyeong; Park, Hyungsung; Baek, Youngkyun – Computers & Education, 2009
The purpose of this study is to explore the effects of the meta-cognitive strategies on the academic and gaming achievements. Exploring the effects of those achievements on the social problem solving of students is also of interest. For this purpose, the MMORPG [Massively Multiple Online Role Playing Game] "Gersang" was used. The…
Descriptors: Social Problems, Academic Achievement, Learning Strategies, Problem Solving
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Kay, Robin H.; Knaack, Liesel – Computers & Education, 2008
The purpose of this study was to examine individual differences in the effectiveness of learning objects in secondary school classrooms. Specifically, gender, age, grade, subject area, and computer comfort (self-efficacy) were examined in 850 students. Effectiveness was measured in terms of student attitude (learning, quality, and engagement) and…
Descriptors: Student Attitudes, Self Efficacy, Correlation, Grade 9
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Baki, A.; Guveli, E. – Computers & Education, 2008
The aim of the study is to develop a web-based mathematics teaching (WBMT) material and to evaluate the effectiveness of the WBMT material for 9th grade students learning the concept of mathematical function. Firstly, a WBMT material was designed and piloted. As a result of this pilot study the site was revised as a final form. The study was…
Descriptors: Instructional Materials, Grade 9, Instructional Effectiveness, Teacher Attitudes
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Makrakis, Vasilios; Sawada, Toshio – Computers & Education, 1996
A study on gender and computer use surveyed 773 ninth-grade students from Tokyo (Japan) and from Stockholm (Sweden). Regardless of country, males reported higher scores of aptitude with and enjoyment of computers than females did. Overall, boys also showed more positive attitudes toward mathematics and sciences; girls consistently reported…
Descriptors: Academic Achievement, Computer Attitudes, Foreign Countries, Gender Issues