Publication Date
In 2025 | 1 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 5 |
Descriptor
Children | 5 |
Video Games | 5 |
Grade 4 | 4 |
Elementary School Students | 3 |
Females | 2 |
Foreign Countries | 2 |
Grade 3 | 2 |
Grade 5 | 2 |
Predictor Variables | 2 |
Questionnaires | 2 |
Access to Computers | 1 |
More ▼ |
Source
E-Learning and Digital Media | 1 |
Education and Information… | 1 |
Journal of Educational… | 1 |
Journal of Interactive Online… | 1 |
ProQuest LLC | 1 |
Author
Beavis, Catherine | 1 |
Dezuanni, Michael | 1 |
Hamlen, Karla R. | 1 |
Johnson, Genevieve Marie | 1 |
Merve Kasim | 1 |
O'Mara, Joanne | 1 |
Stelck, Luella Mae | 1 |
Yasemin Deringöl | 1 |
Publication Type
Journal Articles | 4 |
Reports - Research | 4 |
Dissertations/Theses -… | 1 |
Education Level
Grade 4 | 5 |
Elementary Education | 4 |
Intermediate Grades | 4 |
Grade 3 | 3 |
Grade 5 | 3 |
Early Childhood Education | 2 |
Middle Schools | 2 |
Primary Education | 2 |
Grade 6 | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
Wechsler Intelligence Scale… | 1 |
What Works Clearinghouse Rating
Merve Kasim; Yasemin Deringöl – Education and Information Technologies, 2025
The aim of this study is to investigate the impact of technology-supported mathematical modeling method on the mathematical skills of a fourth-grade student with Mathematical Learning Disabilities. The study group consists of a fourth-grade student. It was discovered that the student lacked numerical and logical skills compared to other students.…
Descriptors: Educational Technology, Technology Uses in Education, Grade 4, Mathematics Instruction
Stelck, Luella Mae – ProQuest LLC, 2018
This three-article dissertation presents a perspective of persistence in STEAM learning at the elementary level within the context of a third through fifth-grade elementary school in Northern Idaho. Students at this elementary school were offered extra-curricular opportunities to persist in STEAM learning and while participating in a MakerSpace…
Descriptors: Art Education, STEM Education, Elementary School Students, Children
Dezuanni, Michael; O'Mara, Joanne; Beavis, Catherine – E-Learning and Digital Media, 2015
This article investigates 8-and 9-year-old girls' use of the popular game "Minecraft" at home and school, particularly the ways in which they performatively "bring themselves into being" through talk and digital production in the social spaces of the classroom and within the game's multiplayer online world. We explore how the…
Descriptors: Electronic Learning, Females, Children, Video Games
Hamlen, Karla R. – Journal of Educational Computing Research, 2013
Prior research has found common trends among children's video game play as related to gender, age, interests, creativity, and other descriptors. This study re-examined the previously reported trends by utilizing principal components analysis with variables such as creativity, general characteristics, and problem-solving methods to determine…
Descriptors: Video Games, Creative Thinking, Children, Factor Analysis
Johnson, Genevieve Marie – Journal of Interactive Online Learning, 2011
Widespread adoption of the Internet during the past two decades has produced the first generation of digital natives. Ninety-five children (M[subscript age] = 10.4 years) completed a questionnaire that measured three clusters of variables: 1) Internet use at home and school, 2) peer, school, and home self-esteem, 3) and cognitive abilities…
Descriptors: Females, Internet, Gender Differences, Males