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Sun, Jerry Chih-Yuan; Kuo, Cian-Yu; Hou, Huei-Tse; Lin, Yu-Yan – Educational Technology & Society, 2017
The purposes of this study were to provide a game-based anti-phishing lesson to 110 elementary school students in Taiwan, explore their learning behavioral patterns, and investigate the effects of the flow states on their learning behavioral patterns and learning achievement. The study recorded behaviour logs, and applied a pre- and post-test on…
Descriptors: Educational Games, Electronic Learning, Educational Technology, Elementary School Students
Abdüsselam, Mustafa Serkan; Yildiz, Cemalettin; Göl, Resül – Online Submission, 2016
The aim of this qualitative study is to determine middle and secondary school students' approaches related to computers and internet. To achieve this aim a form consisted of 8 open-ended questions was used. The implementation was carried out to 322 middle school and 161 secondary school students in Trabzon and Giresun cities on 2015-2016 school…
Descriptors: Middle School Students, High School Students, Student Attitudes, Knowledge Level
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Thibaut, Patricia; Curwood, Jen Scott; Carvalho, Lucila; Simpson, Alyson – Learning, Media and Technology, 2015
With the introduction of digital tools and online connectivity in primary schools, the shape of teaching and learning is shifting beyond the physical classroom. Drawing on the architecture of productive learning networks framework, we examine the affordances and limitations of an upper primary learning network and focus on how the digital and…
Descriptors: Blended Learning, Educational Technology, Technology Uses in Education, Teaching Methods
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Kooiman, Brian J.; Sheehan, Dwayne P. – American Journal of Distance Education, 2014
Exergames (active video games that require kinesthetic movement) played in proximity to other players or against a gaming machine have been linked to positive increases in cognitive functioning. This study tested to see if remote exergame play over the Internet had an impact similar to exergames that are played in proximity. The study shows that…
Descriptors: Video Technology, Educational Technology, Physical Education, Motion
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Bebell, Damian; Clarkson, Apryl; Burraston, James – Journal of Information Technology Education: Innovations in Practice, 2014
Many parents, educators, and policy makers see great potential for leveraging tools like laptop computers, tablets, and smartphones in the classrooms of the world. Under budget constraints and shared access to equipment for students and teachers, the impacts have been irregular but hint at greater possibilities in 1:1 student computing settings.…
Descriptors: Grade 6, Educational Technology, Suburban Schools, Mixed Methods Research
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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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Crompton, Helen; Keane, Julie – Journal of Interactive Online Learning, 2012
The purpose of this study is to investigate the implementation of a whole school one-to-one iPod Touch project in a middle school in the southeastern United States. While some focused studies have been undertaken in this new field of learning, there has been little research to date that documents activity within a whole school implementation…
Descriptors: Middle Schools, Formative Evaluation, Focus Groups, Handheld Devices
Goodin, Laura M. – Online Submission, 2012
In this action research project report, the teacher researcher focused on the problem of lack of achievement of students in middle school social studies classes. The purpose of the project was to increase motivation and engagement of students by incorporating the use of technology; thereby, increasing achievement. A total of 105 sixth-grade…
Descriptors: Feedback (Response), Middle School Students, Check Lists, Action Research
Palombo, Marielle S. – ProQuest LLC, 2011
Adolescent writing proficiency is widely considered to be in a state of crisis nationally, and new instructional approaches are needed to raise writing proficiency among all adolescents, with special attention to those students who struggle most (Graham & Perin, 2007). The affordances of digital communication media, such as online discussion…
Descriptors: Evidence, Web Sites, Writing (Composition), Electronic Publishing
Project Tomorrow, 2011
For the past eight years, the Speak Up National Research Project has endeavored to stimulate new discussions around these kinds of questions and to provide a context to help education, parent, policy and business leaders think beyond today and envision tomorrow. This report is the first in a two part series to document the key national findings…
Descriptors: Electronic Publishing, Textbooks, Blended Learning, Educational Policy
Saez, Leilani; Park, Bitnara; Nese, Joseph F. T.; Jamgochian, Elisa; Lai, Cheng-Fei; Anderson, Daniel; Kamata, Akihito; Alonzo, Julie; Tindal, Gerald – Behavioral Research and Teaching, 2010
In this series of studies, we investigated the technical adequacy of three curriculum-based measures used as benchmarks and for monitoring progress in three critical reading- related skills: fluency, reading comprehension, and vocabulary. In particular, we examined the following easyCBM measurement across grades 3-7 at fall, winter, and spring…
Descriptors: Elementary School Students, Middle School Students, Vocabulary, Reading Comprehension
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Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills
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Dunleavy, Matt; Dede, Chris; Mitchell, Rebecca – Journal of Science Education and Technology, 2009
The purpose of this study was to document how teachers and students describe and comprehend the ways in which participating in an augmented reality (AR) simulation aids or hinders teaching and learning. Like the multi-user virtual environment (MUVE) interface that underlies Internet games, AR is a good medium for immersive collaborative…
Descriptors: Middle Schools, Problem Solving, Virtual Classrooms, Grade 7
Chen, Hsin-Yuan – Online Submission, 2009
According to government reports, new Internet technologies present readers with new reading opportunities and challenges (National Institute of Child Health and Human Development, 2000; RAND Reading Study Group [RRSG], 2002). However, we are just beginning to understand the specific complexities that Internet text imposes on the reading…
Descriptors: Middle School Students, Reading Comprehension, Cues, Protocol Analysis