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50 Years of ERIC
50 Years of ERIC
The Education Resources Information Center (ERIC) is celebrating its 50th Birthday! First opened on May 15th, 1964 ERIC continues the long tradition of ongoing innovation and enhancement.

Learn more about the history of ERIC here. PDF icon

Showing all 11 results
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Barak, Miri; Ziv, Shani – Computers & Education, 2013
Wandering is an innovative web-based platform that was designed to facilitate outdoor, authentic, and interactive learning via the creation of location-based interactive learning objects (LILOs). Wandering was integrated as part of a novel environmental education program among middle school students. This paper describes the Wandering platform's…
Descriptors: Environmental Education, Internet, Middle School Students, Evaluation
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Yang, Ya-Ting Carolyn – Computers & Education, 2012
This study investigates the effectiveness digital game-based learning (DGBL) on students' problem solving, learning motivation, and academic achievement. In order to provide substantive empirical evidence, a quasi-experimental design was implemented over the course of a full semester (23 weeks). Two ninth-grade Civics and Society classes, with a…
Descriptors: Grade 9, Civics, Academic Achievement, Learning Motivation
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Clark, Douglas B.; Nelson, Brian C.; Chang, Hsin-Yi; Martinez-Garza, Mario; Slack, Kent; D'Angelo, Cynthia M. – Computers & Education, 2011
This study investigates the potential of a digital game that overlays popular game-play mechanics with formal physics representations and terminology to support explicit learning and exploration of Newtonian mechanics. The analysis compares test data, survey data, and observational data collected during implementations in Taiwan and the United…
Descriptors: Learner Engagement, Research and Development, Student Attitudes, Mechanics (Physics)
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Charsky, Dennis; Ressler, William – Computers & Education, 2011
Does using a computer game improve students' motivation to learn classroom material? The current study examined students' motivation to learn history concepts while playing a commercial, off-the-shelf computer game, Civilization III. The study examined the effect of using conceptual scaffolds to accompany game play. Students from three ninth-grade…
Descriptors: Control Groups, Concept Mapping, Play, Student Motivation
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Kim, Bokyeong; Park, Hyungsung; Baek, Youngkyun – Computers & Education, 2009
The purpose of this study is to explore the effects of the meta-cognitive strategies on the academic and gaming achievements. Exploring the effects of those achievements on the social problem solving of students is also of interest. For this purpose, the MMORPG [Massively Multiple Online Role Playing Game] "Gersang" was used. The participants,…
Descriptors: Social Problems, Academic Achievement, Learning Strategies, Problem Solving
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Lee, Chun-Yi; Chen, Ming-Puu. – Computers & Education, 2009
The purpose of this study was to investigate the effects of type of question prompt and level of prior knowledge on non-routine mathematical problem solving. A computer game was blended within the pattern reasoning tasks, along with question prompts, in order to demonstrate and enhance the connections between viable problem-solving strategies and…
Descriptors: Prior Learning, Problem Solving, Grade 9, Computers
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Vega, Tina; Travis, Betty – Mathematics and Computer Education, 2011
Progress in secondary education today is measured primarily through high stakes testing administered on a state-by-state basis. While states may require a common assessment instrument, how the objectives are to be taught, however, is generally up to the schools. This results in debates among educators as to the best curricula for all students.…
Descriptors: African American Students, Ethnicity, Socioeconomic Status, Mathematics Achievement
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Baki, A.; Guveli, E. – Computers & Education, 2008
The aim of the study is to develop a web-based mathematics teaching (WBMT) material and to evaluate the effectiveness of the WBMT material for 9th grade students learning the concept of mathematical function. Firstly, a WBMT material was designed and piloted. As a result of this pilot study the site was revised as a final form. The study was…
Descriptors: Instructional Materials, Grade 9, Instructional Effectiveness, Teacher Attitudes
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Meerbaum-Salant, Orni; Armoni, Michal; Ben-Ari, Mordechai – Computer Science Education, 2013
Scratch is a visual programming environment that is widely used by young people. We investigated if Scratch can be used to teach concepts of computer science (CS). We developed learning materials for middle-school students that were designed according to the constructionist philosophy of Scratch and evaluated them in a few schools during two…
Descriptors: Computer Science Education, Middle School Students, Programming Languages, Taxonomy
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Sinclair, Kelsey J.; Renshaw, Carl E.; Taylor, Holly A. – Computers and Education, 2004
Computer-assisted instruction (CAI) has been shown to enhance rote memory skills and improve higher order critical thinking skills. The challenge now is to identify what aspects of CAI improve which specific higher-order skills. This study focuses on the effectiveness of using CAI to teach logarithmic graphing and dimensional analysis. Two groups…
Descriptors: Grade 9, Teaching Methods, Memory, Laboratories
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Cheong, Yuk Fai; Pajares, Frank; Oberman, Paul S. – Computer Science Education, 2004
The primary objective of this study was to determine the degree to which academic motivation predicted the executive help-seeking, instrumental help-seeking, perceived benefits of help-seeking, and avoidance of help-seeking of high school students enrolled in computer science (n = 314). Task goals were positively associated with instrumental…
Descriptors: African American Students, Self Efficacy, Computer Science, Asian American Students