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Yuan-Chen Liu; Tzu-Hua Huang; Chien-Chia Huang – Interactive Learning Environments, 2024
In this study, an interactive programming learning environment was built with two types of error prompt functions: 1) the key prompt and 2) step-by-step prompt. A quasi-experimental study was conducted for five weeks, in which 75 sixth grade students from disadvantaged learning environments in Taipei, Taiwan, were divided into three groups: 1) the…
Descriptors: Programming, Computer Science Education, Cues, Grade 6
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Beege, Maik; Nebel, Steve; Schneider, Sascha; Rey, Günter Daniel – Applied Cognitive Psychology, 2023
The application of 360° videos raised the attention of educators and researchers, as it appears to be an approachable option to mediate complete environments in educational settings. However, challenges emerge from the perspective of educational psychology. Learning irrelevant cognitive strains might be imposed because it is necessary to navigate…
Descriptors: Video Technology, Educational Psychology, Cognitive Processes, Comparative Analysis
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Ziegler, Esther; Trninic, Dragan; Kapur, Manu – Instructional Science: An International Journal of the Learning Sciences, 2021
Productive failure has shown positive effects on conceptual and transfer measures, but no clear effects on procedural measures. It is therefore an open question whether, and to what extent, productive failure methods may be used to enhance the learning of procedural skills. A typical productive failure study focuses on a single, complex concept;…
Descriptors: Algebra, Failure, Problem Solving, Mathematics Instruction
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Jihoon Kang; Jina Kim – Journal of Baltic Science Education, 2024
While existing studies have underscored the educational benefits of generating explanatory hypotheses (EHs) in response to unexpected outcomes, empirical research on the underlying mechanisms driving their effectiveness in science learning remains limited. Thus, this study aimed to empirically examine the effectiveness of generating an EH for…
Descriptors: Science Instruction, Learning Processes, Protocol Analysis, Scientific Concepts
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Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
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Ortega-Tudela, Juana M.; Lechuga, María-Teresa; Bermúdez-Sierra, Miriam; Gómez-Ariza, Carlos J. – SAGE Open, 2021
While the learning benefits of retrieval activities have been clearly demonstrated in laboratory settings, evidence on their usefulness in naturalistic school settings is still scant. The goal of the present studies was to investigate the feasibility and effectiveness of retrieval-based learning in children (fourth and sixth grades) when school…
Descriptors: Teaching Methods, Instructional Effectiveness, Public Schools, Elementary School Students
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Jeannotte, Doris; Corriveau, Claudia – North American Chapter of the International Group for the Psychology of Mathematics Education, 2022
This study investigates the use of manipulatives by elementary students working on a fraction task. Extending previous work on the role played by the manipulatives in students' activity, we aim at describing how the choices made for the task design disrupt students' activity, creating opportunities to learn. The theoretical underpinnings allow…
Descriptors: Fractions, Instructional Materials, Mathematics Instruction, Teaching Methods
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Liu, Yuan-Chen; Huang, Tzu-Hua; Lin, I-Hsuan – Innovation in Language Learning and Teaching, 2023
The aim of this study is to use augmented reality and hands-on activity with phonics cubes to create an augmented reality English learning system named the Rolling Alphabet-AR System to investigate its impact on English learning, flow experience, and English self-efficacy for sixth graders. This study adopted quasi-experimental research on 114…
Descriptors: Alphabets, English (Second Language), Second Language Learning, Phonics
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Street, Karin E. S.; Malmberg, Lars-Erik; Stylianides, Gabriel J. – Educational Studies in Mathematics, 2022
Self-efficacy in mathematics is related to engagement, persistence, and academic performance. Prior research focused mostly on examining changes to students' self-efficacy across large time intervals (months or years), and paid less attention to changes at the level of lesson sequences. Knowledge of how self-efficacy changes during a sequence of…
Descriptors: Self Efficacy, Longitudinal Studies, Attitude Change, Mathematics Instruction
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Paans, Cindy; Onan, Erdem; Molenaar, Inge; Verhoeven, Ludo; Segers, Eliane – Metacognition and Learning, 2019
The present study investigated the extent to which 18 dyads in 5th and 6th grade, who experienced low levels of social challenge, differed from 12 dyads who experience high levels of social challenge in terms of the quality of their written assignment, as well as the frequency and sequential pattern of their cognitive, metacognitive, relational,…
Descriptors: Metacognition, Grade 5, Grade 6, Hypermedia
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van Putten, Sonja; Blom, Nicolaas; van Coller, Angelique – International Journal of Mathematical Education in Science and Technology, 2022
This study investigated the developmental influence of collaborative games, in the form of game-based worksheets, on the performance and attitudes of sixth-graders in the mathematics classroom. It is posited that games have the potential to enhance learning through positive emotional experiences. Non-digital game-based learning methodologies are…
Descriptors: Grade 6, Cooperative Learning, Mathematics Instruction, Game Based Learning
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Nagashima, Tomohiro; Bartel, Anna N.; Silla, Elena M.; Vest, Nicholas A.; Alibali, Martha W.; Aleven, Vincent – Grantee Submission, 2020
Many studies have shown that visual representations can enhance student understanding of STEM concepts. However, prior research suggests that visual representations alone are not necessarily effective across a broad range of students. To address this problem, we created a novel, scaffolded form of diagrammatic self-explanation in which students…
Descriptors: Algebra, Teaching Methods, Visual Aids, Concept Formation
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Marks, Jenna; Chase, Catherine C. – Journal of Engineering Education, 2019
Background: Design thinking, with its emphasis on iterative prototyping and mantra of "fail early and often," stands in stark contrast to the typical one-and-done, failure-averse culture of the classroom. Iterative prototyping and fail-forward mindsets could promote valuable iterative practices and positive reactions to failure, but…
Descriptors: Intervention, Middle School Students, Design, Thinking Skills
Barbieri, Christina A.; Rodrigues, Jessica; Dyson, Nancy; Jordan, Nancy C. – Grantee Submission, 2019
The effectiveness of an experimental middle school fraction intervention was evaluated. The intervention was centered on the number line and incorporated key principles from the science of learning. Sixth graders (N = 51) who struggled with fraction concepts were randomly assigned at the student level to the experimental intervention (n = 28) or…
Descriptors: Fractions, Mathematics Instruction, Intervention, Mathematical Concepts
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Majda Fiksl; Andrej Flogie; Boris Aberšek – Journal of Baltic Science Education, 2017
For successful work in the classroom, it is important to create a positive climate and to involve students actively in the process of learning. The presented research focused on how the students perceived the classroom climate, and on their interest in the contents of the subject Science, Engineering and Technology (STE). 92 primary school sixth-…
Descriptors: Science Education, Technology Education, Engineering Education, Comparative Analysis
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