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Nasser Mansour; Ceren Aras; Judith Kleine Staarman; Sarah Bader Mohsen Alotaibi – Education and Information Technologies, 2025
Augmented Reality (AR) revolutionizes educational approaches by providing an immersive experience that superimposes virtual 3D elements onto the physical environment. This integration of virtual and real worlds addresses the challenge of understanding abstract concepts by enabling three-dimensional visualization and interaction. This study aims to…
Descriptors: Elementary School Students, Elementary School Science, Computer Simulation, Science Instruction
Sheng-Kuei Hsu; Yuling Hsu – International Journal of Science and Mathematics Education, 2025
This study was conducted to optimize the designs of learning guides embedded in a computer-based simulation environment. The research was based on the Cognitive Theory of Multimedia Learning and Cognitive Load Theory. We investigated computer simulations under four conditions that combined representation and imagination learning strategies. This…
Descriptors: Geometry, Grade 5, Elementary School Students, Elementary School Mathematics
Yangin Ersanli, Ceylan – Novitas-ROYAL (Research on Youth and Language), 2023
The incorporation of technology has revolutionized the education industry, with augmented reality (AR) being one of the emerging technologies that exhibit great potential in educational settings. This study examines the efficacy of AR in enhancing vocabulary learning and retention among young 5th-grade learners. This study was conducted with 56…
Descriptors: Computer Simulation, Story Telling, Vocabulary Development, Retention (Psychology)
Sun, Koun Tem; Chen, Meng Hsun – International Journal of Distance Education Technologies, 2019
From random interviews of mathematics teachers, the researchers are conscious that students have difficulties in solving problems regarding compound body volume measurement. The researchers found the main factor involved in the difficulties was incomplete spatial concepts. Augmented reality (AR), which is a kind of educational technology, has been…
Descriptors: Geometry, Mathematics Instruction, Teaching Methods, Computer Software
Chen, Zhi-Hong; Chao, Po-Yao; Hsu, Ming-Chieh; Teng, Chin-Hung – Educational Technology & Society, 2013
A number of studies have been devoted to investigating the influence of educational agents on different aspects of student learning. However, little attention has been paid to the effects of the level-up mechanism of
educational agents on students although this is a significant issue. Thus, this study develops an educational agent with the…
Descriptors: Computer Simulation, Instructional Effectiveness, Student Motivation, Educational Games
Solak, Ekrem; Cakir, Recep – Online Submission, 2016
The purpose of this study was to inform about some of the current applications and literature on Augmented Reality (AR) technology in education and to present experimental data about the effectiveness of AR application in a language classroom at the elementary level in Turkey. The research design of the study was quasi-experimental. Sixty-one 5th…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Computer Simulation
Meluso, Angela; Zheng, Meixun; Spires, Hiller A.; Lester, James – Computers & Education, 2012
Many argue that games can positively impact learning by providing an intrinsically motivating and engaging learning environment for students in ways that traditional school cannot. Recent research demonstrates that games have the potential to impact student learning in STEM content areas and that collaborative gameplay may be of particular…
Descriptors: Self Efficacy, Grade 5, Educational Games, STEM Education
Moyer-Packenham, Patricia; Suh, Jennifer – Journal of Computers in Mathematics and Science Teaching, 2012
This study examined the influence of virtual manipulatives on different achievement groups during a teaching experiment in four fifth-grade classrooms. During a two-week unit focusing on two rational number concepts (fraction equivalence and fraction addition with unlike denominators) one low achieving, two average achieving, and one high…
Descriptors: Pattern Recognition, Grade 5, Mathematics Instruction, Number Concepts
Gustafson, Brenda; Mahaffy, Peter; Martin, Brian – Journal of Computers in Mathematics and Science Teaching, 2011
This article reports a subset of findings from a larger study centered on designing a series of six digital learning objects to help Grade 5 (age 10-12) students begin to consider the nature of models (understood as the physical or mental representation of objects, phenomena, or processes), the particle nature of matter, and the behavior of…
Descriptors: Foreign Countries, Grade 5, Rural Schools, Models
Park, Seong Ik; Lee, Gyumin; Kim, Meekyoung – Computers & Education, 2009
The purposes of this study were to examine the effects of two types of interactive computer simulations and of prior knowledge levels on concept comprehension, cognitive load, and learning efficiency. Seventy-two 5th grade students were sampled from two elementary schools. They were divided into two groups (high and low) based on prior knowledge…
Descriptors: Comprehension, Prior Learning, Educational Technology, Grade 5
Lim, Cher Ping; Tay, Lee Yong; Hedberg, John – Journal of Educational Computing Research, 2011
Two grade 5 classes (11-12-year-olds) were introduced through an inquiry-based pedagogy to scientific ideas and concepts within a 3D game-like multi-user virtual environment (MUVE). This article explores how a particular set of strategies and conditions might encourage and sustain the use of the MUVE, Quest Atlantis (QA), as a problem-based…
Descriptors: Foreign Countries, Problem Based Learning, Educational Innovation, Grade 5
Stoddard, Jeremy – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2009
In the current state of social studies education, field trips are being cut from many schools' curriculum. While not a true substitution, today's technologies provide some opportunities through virtual field trips (VFTs) to simulate these experiences, engage students in knowledge production and disciplined inquiry, and have interactions with the…
Descriptors: Field Trips, Historic Sites, Distance Education, Social Studies
Evagorou, Maria; Korfiatis, Kostas; Nicolaou, Christiana; Constantinou, Costas – International Journal of Science Education, 2009
The purpose of this study was to investigate the impact of a simulation-based learning environment on elementary school students' (11-12 years old) development of system thinking skills. The learning environment included interactive simulations using the Stagecast Creator software to simulate the ecosystem of a marsh. Simulations are an important…
Descriptors: Feedback (Response), Elementary School Students, Student Attitudes, Ecology
Chase, Catherine C.; Chin, Doris B.; Oppezzo, Marily A.; Schwartz, Daniel L. – Journal of Science Education and Technology, 2009
Betty's Brain is a computer-based learning environment that capitalizes on the social aspects of learning. In Betty's Brain, students instruct a character called a Teachable Agent (TA) which can reason based on how it is taught. Two studies demonstrate the "protege effect": students make greater effort to learn for their TAs than they do…
Descriptors: Learning Activities, Student Motivation, Grade 8, Grade 5
Papaevripidou, M.; Constantinou, C. P.; Zacharia, Z. C. – Journal of Computer Assisted Learning, 2007
This study investigated acquisition and transfer of the modeling ability of fifth graders in various domains. Teaching interventions concentrated on the topic of marine ecosystems either through a modeling-based approach or a worksheet-based approach. A quasi-experimental (pre-post comparison study) design was used. The control group (n = 17)…
Descriptors: Grade 5, Teaching Methods, Marine Biology, Experimental Groups
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