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Showing all 15 results
Pilli, Olga; Aksu, Meral – Computers & Education, 2013
The purpose of this study was to examine the effects of the educational software "Frizbi Mathematics 4" on 4th grade student's mathematics achievement, retention, attitudes toward mathematics and attitude toward computer assisted learning. Two groups (experimental and control) of students from the state primary school in Gazimagusa, North Cyprus…
Descriptors: Foreign Countries, Control Groups, Experimental Groups, Lecture Method
Mason, Lucia; Tornatora, Maria Caterina; Pluchino, Patrik – Computers & Education, 2013
This study used eye-tracking methodology in the school setting to examine fourth graders' online processing of text and graphics while reading an illustrated science text. We were interested in identifying patterns of visual behavior, which was examined considering individual differences in reading comprehension, prior knowledge, and spatial…
Descriptors: Multimedia Materials, Pretests Posttests, Correlation, Web Based Instruction
Huang, Hwa-Shan; Chiou, Chei-Chang; Chiang, Heien-Kun; Lai, Sung-Hsi; Huang, Chiun-Yen; Chou, Yin-Yu – Computers & Education, 2012
This study explores the effect of multidimensional concept mapping instruction on students' learning performance in a web-based computer course. The subjects consisted of 103 fourth graders from an elementary school in central Taiwan. They were divided into three groups: multidimensional concept map (MCM) instruction group, Novak concept map (NCM)…
Descriptors: Foreign Countries, Concept Mapping, Grade 4, Internet
Hamlen, Karla R. – Computers & Education, 2012
Stochastic Frontier Regression Analysis was used to investigate strategies and skills that are associated with the minimization of time required to achieve proficiency in video games among students in grades four and five. Students self-reported their video game play habits, including strategies and skills used to become good at the video games…
Descriptors: Play, Video Games, Gender Differences, Time Factors (Learning)
Ponce, Hector R.; Lopez, Mario J.; Mayer, Richard E. – Computers & Education, 2012
This article examines the effectiveness of a computer-based instructional program (e-PELS) aimed at direct instruction in a collection of reading comprehension strategies. In e-PELS, students learn to highlight and outline expository passages based on various types of text structures (such as comparison or cause-and-effect) as well as to…
Descriptors: Foreign Countries, Conventional Instruction, Reading Comprehension, Instructional Effectiveness
Sad, Suleyman Nihat; Ozhan, Ugur – Computers & Education, 2012
The main purpose of this study was to investigate the views of primary students about interactive whiteboard [IWB] use in their classes from attitudinal and pedagogical perspectives. Research was designed as an empirical approach to "phenomenology." Data was collected from fifty primary students (fourth to eighth) through focus group interviews.…
Descriptors: Phenomenology, Elementary School Students, Student Attitudes, Educational Needs
Rubin-Vaughan, Alice; Pepler, Debra; Brown, Steven; Craig, Wendy – Computers & Education, 2011
Everyday many students face bullying situations that they are ill equipped to manage. E-learning has recently emerged as a potentially effective tool in teaching children social skills, in addition to academic subject matter. Quest for the Golden Rule is one of the first bullying prevention e-learning programs available, designed by the…
Descriptors: Electronic Learning, Bullying, Prevention, Quality Control
Tan, Seng-Chee; Seah, Lay-Hoon – Computers & Education, 2011
In this study we explored questioning behaviors among elementary students engaging in inquiry science using the "Knowledge Forum", a computer-supported collaborative learning tool. Adapting the theory of systemic functional linguistics, we developed the Ideational Function of Question (IFQ) analytical framework by means of inductive analysis of…
Descriptors: Elementary School Students, Questioning Techniques, Cooperative Learning, Inquiry
Meyer, Elizabeth; Abrami, Philip C.; Wade, C. Anne; Aslan, Ofra; Deault, Louise – Computers & Education, 2010
Can an electronic portfolio that is both a multimedia container for student work and a tool to support key learning processes have a positive impact on the literacy practices and self-regulated learning skills of students? This article presents the findings of a yearlong study conducted in three Canadian provinces during the 2007-2008 school year…
Descriptors: Portfolios (Background Materials), Achievement Tests, Metacognition, Learning Processes
Owston, Ron; Wideman, Herb; Ronda, Natalia Sinitskaya; Brown, Christine – Computers & Education, 2009
This study examined computer game development as a pedagogical activity to motivate and engage students in curriculum-related literacy activities. We hypothesized that as a consequence, students would improve their traditional reading and writing skills as well as develop new digital literacy skills. Eighteen classes of grade 4 students were…
Descriptors: Computers, Games, Development, Learning Activities
Pavlekovic, Margita; Zekic-Susac, Marijana; Djurdjevic, Ivana – Computers & Education, 2009
This paper compares the efficiency of two intelligent methods: expert systems and neural networks, in detecting children's mathematical gift at the fourth grade of elementary school. The input space for the expert system and the neural network model consisted of 60 variables describing five basic components of a child's mathematical gift…
Descriptors: Gifted, Psychological Evaluation, Artificial Intelligence, Grade 4
Madden, M.; Chung, P. W. H.; Dawson, C. W. – Computers & Education, 2009
This paper describes the motivation, proposal, and early prototype testing of a computer tool for story visualisation. An analysis of current software for making various types of visual story is made; this identifies a gap between software which emphasises preset banks of artwork, and software which emphasises low-level construction and/or…
Descriptors: Photography, Cartoons, Computer Software, Computers
Tuzun, Hakan; Yilmaz-Soylu, Meryem; Karakus, Turkan; Inal, Yavuz; Kizilkaya, Gonca – Computers & Education, 2009
The implementation of a computer game for learning about geography by primary school students is the focus of this article. Researchers designed and developed a three-dimensional educational computer game. Twenty four students in fourth and fifth grades in a private school in Ankara, Turkey learnt about world continents and countries through this…
Descriptors: Private Schools, Student Attitudes, Student Motivation, Achievement Tests
Ke, Fengfeng – Computers & Education, 2008
Employing mixed-method approach, this case study examined the in situ use of educational computer games in a summer math program to facilitate 4th and 5th graders' cognitive math achievement, metacognitive awareness, and positive attitudes toward math learning. The results indicated that students developed more positive attitudes toward math…
Descriptors: Case Studies, Computers, Educational Games, Mathematics Instruction
Wainer, Jacques; Dwyer, Tom; Dutra, Rodrigo Silveira; Covic, Andre; Magalhaes, Valdo B.; Ferreira, Luiz Renato Ribeiro; Pimenta, Valdiney Alves; Claudio, Kleucio – Computers & Education, 2008
This work presents the analysis of the 2001 Brazilian Basic Education Evaluation System (SAEB) achievement exam. The SAEB tested 4th, 8th, and 11th grade students, in mathematics and reading (Portuguese). We classified the students into seven socioeconomic classes, and for each class, compared the test results according to frequency of computer…
Descriptors: Ownership, Academic Achievement, Computer Uses in Education, Grade 4

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