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Emine Kandin; Emine Sendurur – Interactive Learning Environments, 2023
The aim of this study is to investigate the effects of the integration of goal-based scenario (GBS) approach into a block-based coding instruction. Scratch platform was used to find out the effects of GBSs on programming skills of students, who did not have any programming experience. GBSs were used during practice and the development in students'…
Descriptors: Objectives, Grade 5, Programming, Programs
Rosamaria Crisci; Umberto Dello Iacono; Eva Ferrara Dentice – Digital Experiences in Mathematics Education, 2024
This paper outlines the design and application of a didactic sequence aimed at facilitating primary students' understanding of axial symmetry, utilizing a combination of digital artefacts and paper tasks. We wondered to what extent the designed didactic sequence is able to make primary school students formulate and validate effective programming…
Descriptors: Elementary Education, Visual Aids, Grade 5, Geometry
Kai-Yi Chin; Yen-Lin Chen – Interactive Learning Environments, 2023
Using digital learning content to realize learning in games is a rapidly-developing direction of interest for teachers and researchers. This study has developed a digital role-playing gaming system to review Social Studies course content to a fifth Grade class at an elementary school. It allows students to experience the historical storyline of…
Descriptors: Role Playing, Video Games, Academic Achievement, Student Motivation
Zhang, Jianwei; Tian, Yan; Yuan, Guangji; Tao, Dan – Science Education, 2022
As a hallmark of authentic science practices, students need to enact epistemic agency to shape/reshape the key aspects of their inquiry work as a collaborative community. This study elaborates an emergent temporal mechanism for engaging students' epistemic agency: "reflective structuration" by which members of a classroom community…
Descriptors: Science Education, Inquiry, Grade 5, Elementary School Students
Antje Boomgaarden; Katharina Loibl; Timo Leuders – Interactive Learning Environments, 2023
PS-I learning approaches with an initial problem-solving phase (PS) followed by an instruction phase (I) can be optimised by providing adaptive (individualised) instruction that builds on students' problem-solving products. A computer-based implementation of both phases offers the possibility of adaptivity at the transition from the…
Descriptors: Computer Assisted Instruction, Technology Uses in Education, Fractions, Educational Environment
Hier, Bridget O.; MacKenzie, Connor K.; Ash, Tory L.; Maguire, Samantha C.; Nelson, Kaytlin A.; Helminen, Emily C.; Watts, Emily A.; Matsuba, Erin S. M.; Masters, Ellen C.; Finelli, Carly C.; Circe, Joshua J.; Hitchings, Taylor J.; Goldstein, Alec R.; Sullivan, William E. – Journal of Positive Behavior Interventions, 2024
This multiple-baseline design study examined the effects of the Good Behavior Game (GBG) on class-wide academic engagement in online general education classrooms. Teachers in three third- through fifth-grade classrooms in the state of New York implemented the GBG remotely during the COVID-19 pandemic. Treatment integrity was supported using…
Descriptors: Behavior Patterns, Games, Learner Engagement, Distance Education
Rieke Alyusfitri; Nurhizrah Gistituati; Yerizon; Ahmad Fauzan; Yarman – International Electronic Journal of Elementary Education, 2024
An interactive multimedia-based e-module is an enhanced version of conventional modules incorporating information technology. It integrates navigation buttons and user instructions, enabling independent use by those at any location and time. This phenomenon facilitates the optimal implementation of learning in the digital literacy era. This study…
Descriptors: Outcomes of Education, Student Reaction, Multimedia Instruction, Electronic Learning
Sze Ki Marianna Fung; Liping Deng – Educational Technology & Society, 2024
This mixed method study aims to address the lack of self-regulation in primary school students through providing self-regulation training with prompts and modeling in virtual flipped classroom (VFC). A four-week training was integrated into an extra-curricular program of Chinese speech with prompts or modeling embedded in pre-class videos. The…
Descriptors: Self Management, Electronic Learning, Flipped Classroom, Elementary School Students
Joseph T. Wong; Edward Chen; Natalie Au-Yeung; Bella S. Lerner; Lindsey Engle Richland – Education and Information Technologies, 2024
Traditionally, learning among young students has taken place within structured, physical classroom settings. However, the emergence of distance learning has introduced a diverse range of learning methods, including online, hybrid, and blended approaches. When the COVID-19 pandemic led to extended delays in in-person instruction, use of educational…
Descriptors: Electronic Learning, Learning Experience, Attention Span, Interests
Rocío Mínguez-Pardo; Javier Del Olmo-Muñoz; Sergio Tirado-Olivares; José Antonio González-Calero – Journal of Computer Assisted Learning, 2024
Background: The present study delves into the debate surrounding the effectiveness of homework, focusing specifically on the use of online homework in teaching decimal numbers to 5th and 6th grade primary school students. It highlights the challenges students face in representing and identifying decimal numbers, a concept that is often difficult…
Descriptors: Electronic Learning, Homework, Mathematics Instruction, Number Concepts
Qi Wang; Shengquan Yu – Interactive Learning Environments, 2024
Learning resources are quite important for online learning while resource provision based on algorithms could not address learners' ubiquitous needs well. Moreover, the structure and content of resources are pre-defined which makes the "Structure" and "Content" coupled closely and could not easily adjust when learners' needs…
Descriptors: Electronic Learning, Educational Resources, Automation, Models
Yafeng Zheng; Xue Bai; Yang Yang; Chang Xu – Journal of Science Education and Technology, 2024
This study examined the impact of integrating virtual science inquiry activities with Predict-Observe-Explain (POE) teaching strategies on 5th graders' understanding of science concepts and epistemic beliefs in science. A cohort of 80 5th graders (mean age of 12 years old, 40 boys and 40 girls) from a public primary school in North China took part…
Descriptors: Foreign Countries, Electronic Learning, Science Activities, Inquiry
Yafeng Zheng; Shebing Sun; Yang Yang; Chang Xu – Research in Science Education, 2024
This study explored the differences in the effects of directive versus reflective feedback on elementary school students' conceptual understanding and epistemological beliefs in a simulation-based online science inquiry environment, by comparing more fine-grained differences in the inquiry behaviors of students who received the two types of…
Descriptors: Feedback (Response), Elementary School Students, Scientific Concepts, Epistemology
Yang, Kai-Hsiang; Chen, Hsiao-Hua – Interactive Learning Environments, 2023
Many studies have confirmed that digital game-based learning can effectively improve students' learning motivation and that properly integrating learning strategies into digital games can effectively improve students' learning achievement. However, rare research has been considered the long-term effect of learning retention. In the current study,…
Descriptors: Active Learning, Learning Strategies, Electronic Learning, Game Based Learning
Meghan D. Liebfreund; Melissa J. Wrenn – Elementary School Journal, 2024
This case study investigates how teachers supported below-level readers who made reading comprehension gains in a virtual reading clinic during the COVID-19 pandemic. Data sources included case reports, lesson plans with reflections, and recorded instructional sessions for 10 participants--5 teachers and 5 students. All student participants were…
Descriptors: Reading Centers, Electronic Learning, Reading Difficulties, Grade 3