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Halimeh Khattib; Dorit Alt – Education and Information Technologies, 2024
Digital technology has broadened educational opportunities in science, positioning gamification as a pivotal tool. However, its full potential in enhancing science education has not been thoroughly explored. Addressing this research gap, this study delves into the less examined aspects of gamification within science education. Employing a…
Descriptors: Educational Technology, Technology Uses in Education, Science Education, Gamification
Uysal, Mustafa Ziya; Çayci, Baris – Participatory Educational Research, 2022
In this study, we aimed to determine the effects of Web 2.0 animation tools for science education on 4th-graders' academic achievements and basic skills, as well as their attitudes and motivations towards science courses. The study was designed with pretest-posttest control group quasi-experimental pattern. The sample consisted of 4th-grade…
Descriptors: Web 2.0 Technologies, Animation, Technology Integration, Instructional Effectiveness
Ðokic, Olivera J.; Boricic, Milana M. Dabic; Jelic, Mila S. – Journal of Educational Computing Research, 2022
Since one of the main goals of teaching geometry is to provide students with the opportunity to develop spatial reasoning, it is important to find the most suitable support for learning 3D geometry in elementary school. This paper compares Information and Communication Technology (ICT) and physical manipulatives support, with the aim to answer if…
Descriptors: Grade 4, Geometry, Spatial Ability, Mathematics Instruction
Villena Taranilla, Rafael; Cózar-Gutiérrez, Ramón; González-Calero, José Antonio; López Cirugeda, Isabel – Interactive Learning Environments, 2022
Virtual Reality is an emerging educational technology due to its potential immersive, interactive and imaginative characteristics supporting pupils in the learning process towards meaningful learning. Furthermore, the current teaching of history is generally too traditional, making the subject being perceived as pointless and boring by students.…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, History Instruction
Al-Razgan, Muna; Alotaibi, Hind M. – Arab World English Journal, 2022
Considerable advances in the capabilities of modern mobile devices have enabled their use as powerful educational tools. Today, mobile learning games are widely used as creative platforms for teaching and learning, offering enjoyable and ubiquitous educational content. This study describes the design and evaluation of a mobile Arabic orthography…
Descriptors: Technology Integration, Handheld Devices, Educational Games, Spelling Instruction
Brown, Bryan; Pérez, Greses; Ribay, Kathryn; Boda, Phillip A.; Wilsey, Matthew – Journal of Science Teacher Education, 2021
Virtual reality (VR) in science classrooms has the potential to enhance students' learning by bridging the knowledge in the learners' communities with science instruction. When virtual environments reflect students' culture, it has the potential to influence their attitudes toward the value of science in their community. This qualitative study…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Culturally Relevant Education
Girmen, Pinar; Kaya, Mehmet Fatih; Kiliç, Zeynep – International Technology and Education Journal, 2021
The aim of this study was to explore the experiences of primary school fourth grade students about an implementation of technology-supported process writing approach within the scope of Turkish course. This study used a qualitative methodology. The participants were selected using the typical case sampling method, a purposive sampling method. A…
Descriptors: Technology Integration, Video Technology, Process Approach (Writing), Writing Skills
Yang, Gang; Chen, Yu-Ting; Zheng, Xiao-Li; Hwang, Gwo-Jen – British Journal of Educational Technology, 2021
Due to the lack of life experience and situational experience, it is difficult to arouse pupils' inner motivation and interest in writing. Therefore, the early stage of Chinese writing may be a challenge for Chinese pupils. In order to solve this problem, a spherical video-based virtual reality (SVVR) experience learning system was developed to…
Descriptors: Computer Simulation, Video Technology, Descriptive Writing, Writing Achievement
Chen, Yen-Chieh; Lu, Yu-Ling; Lien, Chi-Jui – Interactive Learning Environments, 2021
Students' engagement in a learning environment has been a crucial factor in evaluating the quality of learning and predicting their academic success. With technologies being more applied in science education for enhancing learning engagement, it is important to study how learning environments with different levels of technological engagement…
Descriptors: Technology Integration, Game Based Learning, Video Technology, Conventional Instruction
Ioannou, Marianna; Ioannou, Andri – Educational Technology & Society, 2020
The enactment of embodied learning in the authentic classroom introduces new challenges. The educational system has yet to develop a clear vision or learning design models that would guide the implementation of embodied learning using digital technologies and manipulatives. This study presents an example of a learning design for…
Descriptors: Educational Technology, Technology Uses in Education, Elementary School Students, Grade 4
Günbas, Nilgün – Malaysian Online Journal of Educational Technology, 2020
This study aimed to explore if there are any differences in word problem solving skills of fourth grade students using animated-cartoon story vs. text-only story vs. non-story. For this purpose, word problems-embedded animated cartoon stories were created on computers and the same stories were written in text format on paper. The word problems…
Descriptors: Mathematics Instruction, Word Problems (Mathematics), Problem Solving, Animation
Özenc, Mehmet; Dursun, Harun; Sahin, Selçuk – Participatory Educational Research, 2020
This study examines the effects of activities developed with WEB 2.0 tools based on the 5E learning cycle model on the multiplication achievement of 4th graders. Nonequivalent control group pretest-posttest quasi-experimental design was employed in the study. Two of the three groups that were equivalent in terms of achievement were assigned as…
Descriptors: Instructional Effectiveness, Mathematics Instruction, Technology Integration, Web 2.0 Technologies
Muneera Muftah – MEXTESOL Journal, 2023
The purpose of this study is to examine the effectiveness of implementing animated videos to enhance vocabulary comprehension among English as a foreign language (EFL) learners. A total of sixty primary students in the fourth Grade at a public primary school in the Kingdom of Saudi Arabia (KSA) participated in this study. They were taking EFL…
Descriptors: Elementary School Students, Grade 4, English (Second Language), Second Language Instruction
Fokides, Emmanuel; Kefallinou, Melpomeni – Journal of Information Technology Education: Research, 2020
Aim/Purpose: The study examined whether spherical videos are an effective tool in teaching primary school students subjects related to the endangered species. It also examined their feelings/attitudes towards this tool. Background: Young students have trouble understanding concepts related to environmental education and, specifically, concepts…
Descriptors: Video Technology, Environmental Education, Wildlife, Instructional Effectiveness
Andrea Lopez Lara – ProQuest LLC, 2020
The purpose of this quasi-experimental study was to examine if there is a significant difference in oral reading fluency and retell of third through sixth grade EL students taught using mobile devices versus no mobile devices when adjusted for pretest scores. The study examined the effect of mobile device use for ELs receiving reading intervention…
Descriptors: Technology Integration, Educational Technology, English Language Learners, Oral Reading