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Showing 1 to 15 of 29 results Save | Export
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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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Tsai, Pei-Shan; Hwang, Gwo-Jen; Tsai, Chin-Chung; Hung, Chun-Ming; Huang, Iwen – Educational Technology & Society, 2012
This study aims to develop an electronic library-based learning environment to support teachers in developing web-based problem-solving activities and analyzing the online problem-solving behaviors of students. Two experiments were performed in this study. In study 1, an experiment on 103 elementary and high school teachers (the learning activity…
Descriptors: Educational Environment, Experienced Teachers, Teaching Methods, Internet
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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
Quigley, Donna – Online Submission, 2011
Thai school age students as young as eight years old are increasingly being immersed in the Internet world, and as a result, they are accelerating their learning and communication skills in English even without noticing. For educators, the ICT (information communication technology) revolution that has occurred in the last few decades needs to be…
Descriptors: Foreign Countries, Electronic Learning, Information Technology, Educational Technology
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Coutinho, Clara; Mota, Pedro – Computers in the Schools, 2011
This article presents a report of a pedagogic experience carried out in a Portuguese 6th-grade music education class during the 2008-2009 school year. A podcast was created (www.podomatic.com) and several activities were developed, in classroom context, taking advantage of the tool's potential for teaching and learning. Although the podcast was…
Descriptors: Foreign Countries, Music Education, Informal Education, Music
Min-Hsiung, Chuang; Jeng-Fung, Hung; Quo-Cheng, Sung – Online Submission, 2011
This study aimed to probe into the influence of implementing Web-quest supported science writing instruction on students' science learning and science writing. The subjects were 34 students in one class of grade six in an elementary school in Taiwan. The students participated in the instruction, which lasted for eight weeks. Data collection…
Descriptors: Elementary School Students, Writing (Composition), Effect Size, Foreign Countries
LaFee, Scott – Education Digest: Essential Readings Condensed for Quick Review, 2010
Students now routinely use computers to search the Internet, write reports, design presentations, crunch numbers, and make spreadsheets. The thing is, much of what they know and understand about computers and technology is most likely stuff they didn't learn in school. In this article, the author discusses how a San Diego school district is…
Descriptors: School Districts, Classrooms, Educational Technology, Technology Uses in Education
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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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Wang, Tzu-Hua – Computers & Education, 2010
This research combines the idea of cake format dynamic assessment defined by Sternberg and Grigorenko (2001) and the "graduated prompt approach" proposed by (Campione and Brown, 1985) and (Campione and Brown, 1987) to develop a multiple-choice Web-based dynamic assessment system. This research adopts a quasi-experimental design to…
Descriptors: Electronic Learning, Quasiexperimental Design, Learning Strategies, Prior Learning
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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
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