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Kim, JaMee; Lee, WonGyu – Computers & Education, 2013
This study focuses on ICT literacy competency that is an essential ability required for living in a modern information-based society. To analyze students' ICT literacy competency levels, the ICT literacy competency of 15,558 Korean middle school students was measured with results indicating that the percentages of excellent level, average level,…
Descriptors: Adolescents, Competence, Information Technology, Information Literacy
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Zhang, Meilan; Quintana, Chris – Computers & Education, 2012
Online inquiry, use of the Web as an information resource to inquire into science, has become increasingly common in middle schools in recent years. However, prior research has found that middle school students tend to use the Web in a superficial manner. To address the challenges that students face in online inquiry, we designed the Digital…
Descriptors: Electronic Learning, Video Technology, Middle School Students, Middle Schools
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Denner, Jill; Werner, Linda; Ortiz, Eloy – Computers & Education, 2012
Computer game programming has been touted as a promising strategy for engaging children in the kinds of thinking that will prepare them to be producers, not just users of technology. But little is known about what they learn when programming a game. In this article, we present a strategy for coding student games, and summarize the results of an…
Descriptors: Females, Computer Uses in Education, Computers, Programming
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Roscoe, Rod D.; Segedy, James R.; Sulcer, Brian; Jeong, Hogyeong; Biswas, Gautam – Computers & Education, 2013
To support self-regulated learning (SRL), computer-based learning environments (CBLEs) are often designed to be open-ended and multidimensional. These systems incorporate diverse features that allow students to enact and reveal their SRL strategies via the choices they make. However, research shows that students' use of such features is limited;…
Descriptors: Computer Assisted Instruction, Middle School Students, Pretests Posttests, Outcomes of Education
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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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Ke, Fengfeng – Computers & Education, 2013
This in-situ, descriptive case study examined the potential of implementing computer mathematics games as an anchor for tutoring of mathematics. Data were collected from middle school students at a rural pueblo school and an urban Hispanic-serving school, through in-field observation, content analysis of game-based tutoring-learning interactions,…
Descriptors: Tutoring, Information Technology, Achievement Tests, Teaching Methods
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Waalkens, Maaike; Aleven, Vincent; Taatgen, Niels – Computers & Education, 2013
Intelligent tutoring systems (ITS) support students in learning a complex problem-solving skill. One feature that makes an ITS architecturally complex, and hard to build, is support for strategy freedom, that is, the ability to let students pursue multiple solution strategies within a given problem. But does greater freedom mean that students…
Descriptors: Intelligent Tutoring Systems, Problem Solving, Algebra, Mathematics Instruction
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Hansen, Nina; Koudenburg, Namkje; Hiersemann, Rena; Tellegen, Peter J.; Kocsev, Marton; Postmes, Tom – Computers & Education, 2012
There is a rising trend to provide low-cost laptops to children in developing countries. Notwithstanding strong claims about the educational effectiveness of these programs, there is very little systematic evidence. Given the level of modernization and the teacher-led learning environment in developing countries, the usage of laptops in such…
Descriptors: Control Groups, Developed Nations, Grade 6, Grade 5
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Turel, Yalin Kilic – Computers & Education, 2011
The interactive whiteboard (IWB) has become a popular technology for instructors over the last decade. Though research asserts that the IWBs facilitate learning in different ways, there is a lack of studies examining actual IWB use in classroom settings based on learners' perspectives by means of valid instruments. The purpose of this study is to…
Descriptors: Constructivism (Learning), Student Attitudes, Validity, Student Surveys
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Hamlen, Karla R. – Computers & Education, 2012
In this study, an online survey was utilized to investigate relationships among participants' willingness to cheat in academic or business settings and the strategies they tend to utilize in video game play. 113 participants completed the survey, and 86 students (23 middle school, 44 high school, 8 college undergraduate, and 11 graduate) yielded…
Descriptors: Influence of Technology, Video Games, Factor Analysis, Cheating
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Barron, Brigid; Walter, Sarah E.; Martin, Caitlin Kennedy; Schatz, Colin – Computers & Education, 2010
Examination of the "digital divide" has increasingly gone beyond the study of differences in physical access to computers to focus on individuals' use of technological tools for empowered and generative uses. In this research study, we investigated the relationship between access to tools and experience with creative production…
Descriptors: Creativity, Middle Schools, Family Income, Computer Uses in Education
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She, Hsiao-Ching; Chen, Yi-Zen – Computers & Education, 2009
This study examined how middle school students constructed their understanding of the mitosis and meiosis processes at a molecular level through multimedia learning materials presented in different interaction and sensory modality modes. A two (interaction modes: animation/simulation) by two (sensory modality modes: narration/on-screen text)…
Descriptors: Animation, Eye Movements, Attention, Interaction
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Lei, Jing; Zhao, Yong – Computers & Education, 2007
Based on data collected from a middle school, this study investigates how the quantity and quality of technology use affect student learning outcomes. Specifically, this study examines how technologies are used by students, what technology uses are popular among students, and what technology uses are effective for increasing student academic…
Descriptors: Program Effectiveness, Grade Point Average, Educational Technology, Computer Uses in Education