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Showing all 11 results Save | Export
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Cai, Su; Chiang, Feng-Kuang; Sun, Yuchen; Lin, Chenglong; Lee, Joey J. – Interactive Learning Environments, 2017
Educators must address several challenges inherent to the instruction of scientific disciplines such as physics -- expensive or insufficient laboratory equipment, equipment error, difficulty in simulating certain experimental conditions. Augmented reality (AR) can be a promising approach to address these challenges. In this paper, we discuss the…
Descriptors: Computer Simulation, Simulated Environment, Science Instruction, Physics
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Liou, Hsin-Hun; Yang, Stephen J. H.; Chen, Sherry Y.; Tarng, Wernhuar – Educational Technology & Society, 2017
Virtual reality (VR) learning environments can provide students with concepts of the simulated phenomena, but users are not allowed to interact with real elements. Conversely, augmented reality (AR) learning environments blend real-world environments so AR could enhance the effects of computer simulation and promote students' realistic experience.…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Teaching Methods
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Chu, Hui-Chun; Hung, Chun-Ming – International Journal of Distance Education Technologies, 2015
In this study, the game-based development approach is proposed for improving the learning motivation, problem solving skills, and learning achievement of students. An experiment was conducted on a learning activity of an elementary school science course to evaluate the performance of the proposed approach. A total of 59 sixth graders from two…
Descriptors: Educational Games, Educational Technology, Teaching Methods, Elementary School Science
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Ültay, Neslihan; Durukan, Ümmü Gülsüm; Ültay, Eser – Chemistry Education Research and Practice, 2015
This study aimed to investigate the effect of conceptual change text (CCT) in the REACT strategy for students' conceptions of solutions. A quasi-experimental method was used in the study. The study was carried out in the spring term of the 2012-2013 academic year with 61 freshmen students (aged 18-20 years) studying in the Elementary Education…
Descriptors: Science Instruction, Chemistry, Quasiexperimental Design, College Freshmen
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Karpudewan, Mageswary; Roth, Wolff-Michael; Bin Abdullah, Mohd Nor Syahrir – International Journal of Science Education, 2015
Climate change generally and global warming specifically have become a common feature of the daily news. Due to widespread recognition of the adverse consequences of climate change on human lives, concerted societal effort has been taken to address it (e.g. by means of the science curriculum). This study was designed to test the effect that…
Descriptors: Elementary School Students, Knowledge Level, Climate, Global Approach
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Hung, Hui-Chun; Young, Shelley Shwu-Ching – Journal of Educational Computing Research, 2015
This study proposed and implemented a system combining the advantages of both educational games and wireless handheld technology to promote the interactive English learning in the classroom setting. An interactive English vocabulary acquisition board game was designed with the system being implemented on handheld devices. Thirty sixth-grade…
Descriptors: Educational Games, Handheld Devices, Educational Technology, Video Games
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Bilgin, Ibrahim; Karakuyu, Yunus; Ay, Yusuf – EURASIA Journal of Mathematics, Science & Technology Education, 2015
The purpose of this study is to investigate the effects of the Project-Based Learning (PBL) method on undergraduate students' achievement and its association with these students' self-efficacy beliefs about science teaching and pinions about PBL. The sample of the study consisted of two randomly chosen classes from a set of seven classes enrolled…
Descriptors: Foreign Countries, Active Learning, Student Projects, Undergraduate Students
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Tsai, Chia-Wen; Shen, Pei-Di; Lu, Yu-Jui – International Journal of Information and Communication Technology Education, 2015
This study investigated, via quasi-experiments, the effects of problem-based learning with flipped classroom (FPBL) on the development of students' learning performance. In this study, 144 elementary school students were selected from sixth-grade sections taking a course titled "Production of Ebook," and were assigned into the following…
Descriptors: Problem Based Learning, Educational Technology, Technology Uses in Education, Homework
Kanagy-Borofka, Lori – ProQuest LLC, 2013
This study examined effects of integrating mindfulness practices into the 5th grade curriculum to improve attention-to-task, including inattention and executive functioning, hyperactivity/impulsivity, and social relations. As academic requirements become more rigorous, students have been expected to demonstrate increased skills in…
Descriptors: Metacognition, Elementary School Students, Grade 5, Attention Control
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Shin, Namsoo; Sutherland, LeeAnn M.; Norris, Cathleen A.; Soloway, Elliot – British Journal of Educational Technology, 2012
This paper reports the effects of game technology on student learning in mathematics as investigated in two data sets collected from slightly different subjects. In the first, 41 second graders (7 or 8 years old) from two classes used either a technology-based game or a paper-based game for 5 weeks. For the next 13 weeks, both classes used a…
Descriptors: Ethnicity, Academic Achievement, Statistical Analysis, Grade 2
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Botes, Hendrik; Mji, Andile – South African Journal of Education, 2010
Language and education are interrelated because all teaching is given through the medium of language. Language is considered to be both a precondition for thought and a bearer of thought and therefore influences the extent to which a child's intelligence is actualised. In the South African context linguistic diversity is a complex issue. It has…
Descriptors: Language Usage, Mathematics Instruction, English (Second Language), Quasiexperimental Design