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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 1 to 15 of 30 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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Roscoe, Rod D.; Segedy, James R.; Sulcer, Brian; Jeong, Hogyeong; Biswas, Gautam – Computers & Education, 2013
To support self-regulated learning (SRL), computer-based learning environments (CBLEs) are often designed to be open-ended and multidimensional. These systems incorporate diverse features that allow students to enact and reveal their SRL strategies via the choices they make. However, research shows that students' use of such features is limited;…
Descriptors: Computer Assisted Instruction, Middle School Students, Pretests Posttests, Outcomes of Education
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Vekiri, Ioanna – Computers & Education, 2013
In this study, which was situated in the context of information science instruction, data were collected twice using student self-reports to examine the effects of pedagogical practices on changes in boys' and girls' expectancy and value beliefs about computing. Participants were 326 7th-grade students, enrolled in three middle schools that were…
Descriptors: Foreign Countries, Computer Science Education, Values, Beliefs
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Kim, JaMee; Lee, WonGyu – Computers & Education, 2013
This study focuses on ICT literacy competency that is an essential ability required for living in a modern information-based society. To analyze students' ICT literacy competency levels, the ICT literacy competency of 15,558 Korean middle school students was measured with results indicating that the percentages of excellent level, average level,…
Descriptors: Adolescents, Competence, Information Technology, Information Literacy
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Waalkens, Maaike; Aleven, Vincent; Taatgen, Niels – Computers & Education, 2013
Intelligent tutoring systems (ITS) support students in learning a complex problem-solving skill. One feature that makes an ITS architecturally complex, and hard to build, is support for strategy freedom, that is, the ability to let students pursue multiple solution strategies within a given problem. But does greater freedom mean that students…
Descriptors: Intelligent Tutoring Systems, Problem Solving, Algebra, Mathematics Instruction
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Hwang, Ming-Yueh; Hong, Jon-Chao; Cheng, Hao-Yueh; Peng, Yu-Chi; Wu, Nien-Chen – Computers & Education, 2013
Do girls have more competition anxiety and exogenous cognitive load than equally able boys during the playing of stressful competitive on-line games? This question led to the adoption of a technology acceptance model to compare the influence factors of competitors in sequential and synchronous games. Confirmatory factor analysis of the data on 220…
Descriptors: Difficulty Level, Factor Analysis, Cognitive Processes, Females
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Aoki, Hiroyuki; Kim, JaMee; Lee, WonGyu – Computers & Education, 2013
Many nations are greatly affected by their education policies, and the educational level of different schools is relevant to a nation's ICT policy. In the area of ICT, Korea has achieved quite high levels of competency. This study analyzed the level of ICT competency of 4490 elementary and 2419 middle schools in Korea within the context of the…
Descriptors: Information Technology, Competence, Foreign Countries, Middle Schools
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Ke, Fengfeng – Computers & Education, 2013
This in-situ, descriptive case study examined the potential of implementing computer mathematics games as an anchor for tutoring of mathematics. Data were collected from middle school students at a rural pueblo school and an urban Hispanic-serving school, through in-field observation, content analysis of game-based tutoring-learning interactions,…
Descriptors: Tutoring, Information Technology, Achievement Tests, Teaching Methods
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Noss, Richard; Poulovassilis, Alexandra; Geraniou, Eirini; Gutierrez-Santos, Sergio; Hoyles, Celia; Kahn, Ken; Magoulas, George D.; Mavrikis, Manolis – Computers & Education, 2012
This paper charts the design and application of a system to support 11-14 year old students' learning of algebraic generalisation, presenting students with the means to develop their understanding of the meaning of generality, see its power for mathematics and develop algebraic ways of thinking. We focus squarely on design, while taking account of…
Descriptors: Discovery Learning, Algebra, Cognitive Processes, Design
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Molenaar, Inge; Roda, Claudia; van Boxtel, Carla; Sleegers, Peter – Computers & Education, 2012
The aim of this study is to test the effects of dynamically scaffolding social regulation of middle school students working in a computer-based learning environment. Dyads in the scaffolding condition (N=56) are supported with computer-generated scaffolds and students in the control condition (N=54) do not receive scaffolds. The scaffolds are…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Metacognition, Learning Processes
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Hansen, Nina; Koudenburg, Namkje; Hiersemann, Rena; Tellegen, Peter J.; Kocsev, Marton; Postmes, Tom – Computers & Education, 2012
There is a rising trend to provide low-cost laptops to children in developing countries. Notwithstanding strong claims about the educational effectiveness of these programs, there is very little systematic evidence. Given the level of modernization and the teacher-led learning environment in developing countries, the usage of laptops in such…
Descriptors: Control Groups, Developed Nations, Grade 6, Grade 5
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Denner, Jill; Werner, Linda; Ortiz, Eloy – Computers & Education, 2012
Computer game programming has been touted as a promising strategy for engaging children in the kinds of thinking that will prepare them to be producers, not just users of technology. But little is known about what they learn when programming a game. In this article, we present a strategy for coding student games, and summarize the results of an…
Descriptors: Females, Computer Uses in Education, Computers, Programming
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Zhang, Meilan; Quintana, Chris – Computers & Education, 2012
Online inquiry, use of the Web as an information resource to inquire into science, has become increasingly common in middle schools in recent years. However, prior research has found that middle school students tend to use the Web in a superficial manner. To address the challenges that students face in online inquiry, we designed the Digital…
Descriptors: Electronic Learning, Video Technology, Middle School Students, Middle Schools
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Hamlen, Karla R. – Computers & Education, 2012
In this study, an online survey was utilized to investigate relationships among participants' willingness to cheat in academic or business settings and the strategies they tend to utilize in video game play. 113 participants completed the survey, and 86 students (23 middle school, 44 high school, 8 college undergraduate, and 11 graduate) yielded…
Descriptors: Influence of Technology, Video Games, Factor Analysis, Cheating
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Ketelhut, Diane Jass; Schifter, Catherine C. – Computers & Education, 2011
Interest in game-based learning for K-12 is growing. Thus, helping teachers understand how to use these new pedagogies is important. This paper presents a cross-case study of the development of teacher professional development for the River City project, a games-based multi-user virtual environment science curriculum project for middle school…
Descriptors: Teacher Effectiveness, School Culture, Elementary Secondary Education, Educational Technology
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