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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
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
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
Hershkovitz, Arnon; Tabach, Michal; Cohen, Anat – Journal of Educational Computing Research, 2022
In a large-scale quantitative study that adopted a learning analytics approach, we searched for associations between students' activity in a game-based online mathematics learning environment and their mathematics achievements on a national standardized test. Students were active in the environment throughout the school year, and particularly…
Descriptors: Electronic Learning, Learning Activities, Mathematics Achievement, Elementary School Students
Hatunoglu, Ögrt. Üy. Bedri Yavuz; Akbas, Ögretmen Aytaç; Gökalp, Murat – Turkish Online Journal of Educational Technology - TOJET, 2023
The aim of this study is to examine the opinions of secondary school students about mathematics lessons taught with distance education. The research was carried out by taking the opinions of 286 secondary school students from one state school selected from each of the provinces (Manisa, Izmir, Mugla, Antalya, Sirnak, Bitlis). Quantitative and…
Descriptors: Secondary School Students, Student Attitudes, Mathematics Education, Distance Education
Dewi, Anastasya K.; Slamet, St. Y.; Atmojo, Idam R. W.; Syawaludin, Ahmad – Pegem Journal of Education and Instruction, 2022
The challenge of learning science during the COVID-19 pandemic in elementary schools focuses on the need for digital learning materials for Science Process Skills (SPS) through the perspective of science as an investigation process. This study aims to investigate the influence of interactive digital worksheets based on level of inquiry towards…
Descriptors: Interaction, Worksheets, Electronic Publishing, Educational Technology
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
Erkan Er; Safak Silik; Sergen Cansiz – Journal of Learning Analytics, 2024
E-learning platforms have become increasingly popular in K--8 education to promote student learning and enhance classroom teaching. Student interactions with these platforms produce trace data, which are digital records of learning processes. Although trace data have been effective in identifying learners' engagement profiles in higher education…
Descriptors: Foreign Countries, Elementary Secondary Education, Grade 1, Grade 2
Jensen, Erik Ottar; Hanghøj, Thorkild – Electronic Journal of e-Learning, 2020
This paper presents empirical findings from a qualitative study on Minecraft as a mathematical tool and learning environment. Even though Minecraft has been used for several years in classrooms around the world, there is a lack of detailed empirical studies of how students learn subject-related content by working with the game. This study is based…
Descriptors: Mathematics Instruction, Teaching Methods, Student Attitudes, Video Games
Sun, Jiqing – Mathematics Education Research Group of Australasia, 2022
The transition between arithmetic and algebraic thinking is challenging for students. One notable difficulty for students is understanding algebraic symbols--pronumerals. Researchers are exploring pedagogical approaches in seeking to address this issue. The current paper is contributing to this body of literature by illustrating how an online card…
Descriptors: Algebra, Game Based Learning, Electronic Learning, Classroom Environment
Rayner Bin Tangkui; Tan Choon Keong – Anatolian Journal of Education, 2023
This study aims to investigate the effect of using Minecraft on Year 5 pupils' higher-order thinking skills (HOTS) in fractional problems-solving. A quasi-experimental pretest and posttest non-equivalent groups design was used. The study sample involved 65 Year 5 pupils from two intact classes which consists of 31 pupils as the treatment group and…
Descriptors: Video Games, Thinking Skills, Fractions, Problem Solving