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Showing all 9 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
Chang, Mido; Kim, Sunha – Journal of Educational Computing Research, 2009
This study examined the effects of computer access and computer use on the science achievement of elementary school students, with focused attention on the effects for racial and linguistic minority students. The study used the Early Childhood Longitudinal Study (ECLS-K) database and conducted statistical analyses with proper weights and…
Descriptors: Language Minorities, Elementary School Students, African American Students, Racial Differences
Rosen, Yigal – Journal of Educational Computing Research, 2009
The study described here is among the first of its kind to investigate systematically the effect of learning with integrated animations on transfer of knowledge and on motivation to learn science and technology. Four hundred eighteen 5th and 7th grade students across Israel participated in a study. Students in the experimental group participated…
Descriptors: Experimental Groups, Animation, Learning Motivation, Foreign Countries
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
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
Lai, Ming; Law, Nancy – Journal of Educational Computing Research, 2006
This article describes a case study of an international collaboration between two classes of fifth grade students through an online discussion platform with one group more experienced in online knowledge building activities than the other. Before the collaboration, the novice class tended to produce isolated notes filled with information and…
Descriptors: Grade 5, Cooperative Learning, Computer Mediated Communication, Scaffolding (Teaching Technique)
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

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