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Showing all 11 results
Foster, Aroutis N. – Journal of Educational Computing Research, 2011
Researchers question how and what students learn from commercial digital games. Using a concurrent mixed-methods approach, this study examined 30 students' construction of knowledge and skills while playing a commercial off-the-shelf game for 7 weeks. Quantitative data included students' background survey and pre- and post-assessments for…
Descriptors: Elementary School Students, Social Studies, Educational Games, Learning Processes
Hamlen, Karla R. – Journal of Educational Computing Research, 2010
Research has shown that, among children, boys tend to play video games more than girls do. There are several theories addressing this phenomenon, including that stereotypes and lack of opportunity leave girls feeling inadequate with certain types of technology. No research has yet examined the interactive relationships between time spent playing…
Descriptors: Play, Video Games, Gender Differences, Success
Masters, Jessica; de Kramer, Raquel Magidin; O'Dwyer, Laura M.; Dash, Sheralyn; Russell, Michael – Journal of Educational Computing Research, 2010
Online professional development (OPD) has great potential to improve teacher quality by improving teachers' knowledge and instructional practices, with the ultimate goal of improving student achievement. There is a dearth of scientific research, however, on the effects of OPD. This article presents the results of a randomized control trial…
Descriptors: Reading Comprehension, Teacher Effectiveness, Language Arts, Grade 4
Warren, Scott J.; Stein, Richard A.; Dondlinger, Mary Jo; Barab, Sasha A. – Journal of Educational Computing Research, 2009
The number of games, simulations, and multi-user virtual environments designed to promote learning, engagement with subject matter, or intended to contextualize learning has been steadily increasing over the past decade. While the use of these digital designs in educational settings has begun to show promise for improving learning, motivation, and…
Descriptors: Instructional Design, Virtual Classrooms, Writing Skills, Educational Games
Hamlen, Karla R. – Journal of Educational Computing Research, 2009
This study explored relationships between time spent playing video games in a typical week and general creativity, as measured by a common assessment. One hundred eighteen students in 4th and 5th grades answered questions about their video game play and completed the Torrance Tests of Creative Thinking (Torrance, Orlow, & Safter, 1990). While…
Descriptors: Elementary School Students, Creativity, Play, Video Games
Poulsen, Robert; Hastings, Peter; Allbritton, David – Journal of Educational Computing Research, 2007
Children from non-English-speaking homes are doubly disadvantaged when learning English in school. They enter school with less prior knowledge of English sounds, word meanings, and sentence structure, and they get little or no reinforcement of their learning outside of the classroom. This article compares the classroom standard practice of…
Descriptors: Second Language Learning, Prior Learning, Sentence Structure, Sustained Silent Reading
Winn, William; Berninger, Virginia; Richards, Todd; Aylward, Elizabeth; Stock, Pat; Lee, Yen-Ling; Lovitt, Dan – Journal of Educational Computing Research, 2006
Two groups of twelve dyslexic children and twelve good readers attended a two-week class during the summer following their enrollment in grades 4-6. The topic was the marine environment and focused on the adventures of an orca whale that had lost its family and needed the children's help. The children attended class for three hours each day, 45…
Descriptors: Learning Theories, Learning Activities, Class Activities, Marine Biology
Russell, Michael; Bebell, Damian; Higgins, Jennifer – Journal of Educational Computing Research, 2004
This study compares teaching and learning activities in 4th and 5th grade classrooms that were permanently equipped with one laptop for each student and classrooms that share a cart of laptops that create a 1:1 laptop environment on a temporary basis. The study originated from a question posed to us by Andover Public Schools (MA): "How does…
Descriptors: Large Group Instruction, Grade 5, Student Surveys, Learning Activities
Shavalier, Maria – Journal of Educational Computing Research, 2004
This study investigated whether the software Virtus WalkThrough Pro could be used to enhance middle school children's spatial ability as measured by the Paper Folding, Mental Rotations, and Eliot-Price Tests. The study also investigated whether the use of this software impacted males differently than females, or users with high spatial ability…
Descriptors: Statistical Analysis, Experimental Groups, Gender Differences, Computer Software
Yu, Fu-Yun – Journal of Educational Computing Research, 2003
Since past studies showing that competition has negative effects on group process were primarily conducted in traditional classrooms involving face-to-face situations, this study extends past research by investigating whether the negative effects associated with face-to-face team competition can be mitigated with the support of networking…
Descriptors: Student Attitudes, Proximity, Educational Strategies, Data Analysis
Hinson, Janice; DiStefano, Christine; Daniel, Cathy – Journal of Educational Computing Research, 2003
This study investigated fourth grade students' perceptions of abilities to use the Internet. The 31-item research instrument measuring Internet Self-Perceptions was adapted for use from the Reader Self-Perception Scale (RSPS) developed by Henk and Melnick (1995). The RSPS survey was based upon Bandura's (1977, 1986, 1995) research in the areas of…
Descriptors: Measures (Individuals), Teaching Methods, Self Concept, Grade 4

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