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Altan, Tugba; Cagiltay, Kursat – Educational Technology & Society, 2022
This study investigated the effects of multimedia learning and visual design in a 6th grade science textbook on students' studying processes. This was accomplished by using eye tracking technology and by applying multimedia learning design and visual design principles to science textbooks. Eye tracking based testing was employed to evaluate the…
Descriptors: Science Education, Textbooks, Eye Movements, Multimedia Materials
Liliana Herrera Nieves; Verónica De La Hoz Vargas; Elis Coba Roncallo; Ariana Hernández Gutiérrez – South African Journal of Education, 2024
Reading is regarded as one of the basic learning processes that provides multiple skills and abilities for daily life. The study reported on here arose from evidence of reading comprehension difficulties of middle school students in Colombia, and from reflection on the didactic strategies used for the promotion and teaching of reading. The purpose…
Descriptors: Foreign Countries, Access to Education, Middle School Students, Learning Processes
Okan Yeti?sensoy; Hidir Karaduman – Education and Information Technologies, 2024
The aim of this research is to investigate the educational potential of AI-powered chatbots in Social Studies learning-teaching processes. The study was conducted using embedded design, evaluated within the framework of mixed methods research. The study group consists of 78 6th-grade students studying in three different classes, along with one…
Descriptors: Artificial Intelligence, Grade 6, Social Studies, Middle School Students
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
Gantt, Allison L.; Paoletti, Teo; Greenstein, Steven – North American Chapter of the International Group for the Psychology of Mathematics Education, 2022
Despite significant research exploring students' quantitative reasoning, few studies have explored the semiotic processes that mediate its development. In this report, we present a case study to show how one student constructed a semiotic chain for a quantity as he worked with a mathematical task. Importantly, we connect frameworks for…
Descriptors: Semiotics, Mathematics Instruction, Instructional Materials, Computer Software
Kang, Jina; An, Dongwook; Yan, Lili; Liu, Min – International Educational Data Mining Society, 2019
Collaborative problem-solving (CPS) as a key competency required in the 21st century. There has been an increasing need to understand CPS since it involves not only cognitive but also social processes, and thus its process is difficult to examine. Recent research has highlighted that computer-based learning environments provide an opportunity for…
Descriptors: Cooperative Learning, Problem Solving, Science Education, Educational Games
Gurbuz, M. Cagri; Ozdemir, M. Emin – World Journal of Education, 2020
The aim of this study was to examine 6th-grade students' mathematical abstraction processes related to the concept of variable by using the teaching experiment method and to reveal their learning trajectories in the context of the RBC+C model. A teaching experiment was administered to a class of 29 middle school students for 3 weeks. Observations,…
Descriptors: Mathematical Concepts, Grade 6, Middle School Students, Algebra
Susan M. Kowalski; Scott J. Peters; Megan Kuhfeld; Gustave Robinson; Karyn Lewis – NWEA, 2024
This brief continues ongoing research by NWEA® examining the degree to which the COVID-19 pandemic, and its associated school closures, influenced student learning. Prior research focused on math and reading and found that the pandemic's negative impact steadily accumulated during the 2020-2021 school year, with significant disparities in…
Descriptors: Achievement Tests, COVID-19, Pandemics, School Closing
Nguyen, Huy; Wang, Yeyu; Stamper, John; McLaren, Bruce M. – International Educational Data Mining Society, 2019
Knowledge components (KCs) define the underlying skill model of intelligent educational software, and they are critical to understanding and improving the efficacy of learning technology. In this research, we show how learning curve analysis is used to fit a KC model--one that was created after use of the learning technology--which can then be…
Descriptors: Middle School Students, Knowledge Representation, Models, Computer Games
Gök, Mustafa; Inan, Mevlüt – Journal of Research and Advances in Mathematics Education, 2021
Students' conceptual understanding and mathematical process skills can be improved through digital games in mathematics education. The starting point of this study is the idea of having students encounters this kind of environment. The study didactically describes the process of 6th-grade students' experiences of a digital game-based learning…
Descriptors: Game Based Learning, Mathematics Instruction, Mathematical Concepts, Concept Formation
Rike Neubert – ProQuest LLC, 2021
The current study examined the link between digital device use and learning among 3rd through 8th graders. Specifically, it examined whether parenting strategies aimed at enabling or restricting device use can mediate the link between children's time on device and learning outcomes. Moreover, this study examined whether certain vulnerability…
Descriptors: Technology, Handheld Devices, Elementary School Students, Middle School Students
Mesghina, Almaz; Richland, Lindsey – Grantee Submission, 2020
Expressive writing (EW), or writing about one's thoughts and feelings, has been posited to reduce the working memory (WM) load that pressure and anxiety can impose on test-takers. The mechanisms of EW are far from clear, however, and social and developmental questions about its role in shaping children's engagement with academic contexts remain.…
Descriptors: Elementary School Students, Middle School Students, Grade 5, Grade 6
Moss, Diana L.; Lamberg, Teruni – International Journal for Mathematics Teaching and Learning, 2019
This article describes a learning trajectory on expressions and equations based on the sixth-grade Common Core State Standards for Mathematics (NGA/CCSSO, 2010). A classroom teaching experiment using design research (Lamberg & Middleton, 2009) was conducted. The data was analysed using Corbin and Strauss' (2014) Constant Comparative method and…
Descriptors: Algebra, Equations (Mathematics), Mathematical Formulas, Grade 6
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. – Journal of Educational Psychology, 2020
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