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Ronda Cole Harmon; Maryann Hospelhorn; Esti Gutierrez; Camille Velarde; Matthew Fetrow; Vanessa Svihla – International Journal of Designs for Learning, 2021
For years, the Air Force Research Laboratory (AFRL) in New Mexico has led an outreach effort called "Mission to Mars" to engage fifth grade students in applying science and mathematics concepts related to building a colony on Mars. Many organizations across the US canceled similar events due to the novel coronavirus (COVID-19) pandemic.…
Descriptors: Elementary School Students, Elementary School Science, Astronomy, Grade 5
Baran, Bahar; Yecan, Esra; Kaptan, Burak; Pasayigit, Ozan – Education and Information Technologies, 2020
Augmented reality technology has recently become one of the primary technologies for science education. Although augmented reality is attractive, a need exists for good content, implementation, and evaluations, as in every technology integration process. To this end, this study aims to develop and evaluate an augmented reality application to teach…
Descriptors: Grade 5, Elementary School Students, Teaching Methods, Computer Simulation
Tsai, Cheng-Chang – International Journal of Instruction, 2020
The main purpose of this study was to examine the differences in students' English vocabulary learning performance as well as the instructional materials motivation, comparing the traditional lecturing method and the Augmented Reality method. This study adopted an unequal pre-test and post-test experimental design. Overall, there were a total of…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, English (Second Language)
Laine, Teemu H.; Nygren, Eeva; Dirin, Amir; Suk, Hae-Jung – Educational Technology Research and Development, 2016
Lack of motivation and of real-world relevance have been identified as reasons for low interest in science among children. Game-based learning and storytelling are prominent methods for generating intrinsic motivation in learning. Real-world relevance requires connecting abstract scientific concepts with the real world. This can be done by…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Science Education
O'Shea, Patrick; Curry-Corcoran, Daniel – International Journal of Virtual and Personal Learning Environments, 2013
This paper describes the process and results of a project to incorporate Augmented Reality (AR) technologies and pedagogical approaches into a Virginian elementary school. The process involved training 5th grade teachers on the design and production of narrative-based AR games in order to give them the skills that they could then pass on to their…
Descriptors: Teacher Developed Materials, Computer Simulation, Elementary School Teachers, Grade 5
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
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
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
Ryoo, Kihyun – ProQuest LLC, 2009
The significant increase of English Language Learners (ELLs) in the United States raises complex questions about how to provide these students with access to high quality education that can improve both their content knowledge of school subjects and their English proficiency, particularly their academic English proficiency. The development of…
Descriptors: Academic Discourse, Curriculum Design, Computer Simulation, Second Language Learning
Triona, Lara M.; Klahr, David – Science Education Review, 2007
Hands-on science typically uses physical materials to give students first-hand experience in scientific methodologies, but the recent availability of virtual laboratories raises an important question about whether what students' hands are on matters to their learning. The overall findings of two articles that employed simple comparisons of…
Descriptors: Hands on Science, Scientific Methodology, Virtual Classrooms, Laboratory Experiments
Rieber, Lloyd P. – 1989
The purpose of this study was to examine the effects of animated instruction and levels of practice on application learning in a computer-based instructional (CBI) science lesson. A total of 119 fourth and fifth grade students participated in an introductory lesson covering Newton's Laws of Motion. Three levels of visual elaboration (static…
Descriptors: Analysis of Variance, Animation, Cognitive Style, Computer Assisted Instruction