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Laine, Joakim; Korhonen, Tiina; Hakkarainen, Kai – Cogent Education, 2023
The purpose of the present study was to examine primary school students' learning experiences with immersive virtual reality (I-VR). Traditional education practices are failing to inspire new cohorts of young people who have grown up with digital culture based on active participation. Given this development, the pedagogic use of I-VR systems…
Descriptors: Elementary School Students, Computer Simulation, Educational Technology, Preadolescents
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Sofkova Hashemi, Sylvana – Designs for Learning, 2022
Drawing on experiences from a large-scale Nordic co-design research project, this paper explores the development of cross-border blended education with the aim to strengthen students' Nordic identity and knowledge of neighboring Nordic languages illuminating the flow of didactical designs students were offered to engage in, i.e. the knowledge…
Descriptors: Foreign Countries, Instructional Design, Blended Learning, Educational Development
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Schmidt, Catarina; Skoog, Marianne – Pedagogies: An International Journal, 2020
This paper focuses on teachers' and students' use of textual resources offline and online in two Grade 6 classrooms. Using analysis of video recordings, the paper presents the ways in which the textual resources are used, and what critical approaches emerge within the teachers' and students' repertoires of teaching and learning. We then…
Descriptors: Foreign Countries, Grade 6, Teaching Methods, Educational Technology
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Nguyen, Huy Anh; Hou, Xinying; Richey, J. Elizabeth; McLaren, Bruce M. – International Journal of Game-Based Learning, 2022
There is an established gender gap in middle school math education, where female students report higher anxiety and lower engagement, which negatively impact their performance and even long-term career choices. This work investigates the role of digital learning games in addressing this issue by studying Decimal Point, a math game that teaches…
Descriptors: Gender Differences, Middle School Students, Educational Games, Mathematics Instruction
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Kan'an, Ashraf; Jdaitawi, Malek; Toson, Abeer; Ghanem, Reham – International Journal of Learning and Change, 2023
Augmented reality (AR) has become a potential technology tool to improve the learning experiences among students with special needs. The purpose of this study was to examine the effects of learning materials using AR technology activities on the learning experiences of students with special needs. In this study, a quasi-experimental study is…
Descriptors: Instructional Effectiveness, Computer Simulation, Educational Technology, Student Experience
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Grantee Submission, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Marzano Research, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
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Haleva, Livnat; Hershkovitz, Arnon; Tabach, Michal – Journal of Educational Computing Research, 2021
Understanding students' behavior while solving tasks at various levels is essential for the support educators may provide to students. The current study reports on a large-scale exploration of students' activity in an online learning environment for mathematics, while comparing between lower-order thinking (LOT) and higher-order thinking (HOT)…
Descriptors: Educational Technology, Technology Uses in Education, Thinking Skills, Mathematics Instruction
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Goodnough, Karen; Murphy, Elizabeth – Canadian Journal of Learning and Technology, 2017
The purpose of this paper is to make sense of the professional learning of four teachers implementing a flipped classroom approach in their grade six mathematics class. The professional learning took place within a two-year Action Research (AR) project that engaged teachers in collaborative and iterative planning, implementation, observation and…
Descriptors: Grade 6, Mathematics Teachers, Mathematics Instruction, Educational Technology
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Önder, Eylem Yalçinkaya; Zorluoglu, Seraceddin Levent; Demirer, Veysel; Özdemir, Muzaffer; Baturay, Meltem Huri; Timur, Serkan; Timur, Betül – Shanlax International Journal of Education, 2023
The aim of this study was to explore the needs for the identification of design elements of a web-based learning system that would help students develop their science process skills (SPS) to be used in science lessons. A descriptive survey method was adopted as the methodology of the study. Survey data was collected from a sample of 36 teachers…
Descriptors: Web Based Instruction, Science Process Skills, Educational Technology, Science Education
Fisher, Douglas; Frey, Nancy; Akhavan, Nancy – Corwin, 2019
Students learn to read and write best when their teachers balance literacy instruction. But how do you strike the "right" balance of skills and knowledge, reading and writing, small and whole group instruction, and direct and dialogic instruction, so that all students can learn to their maximum potential? The answer lies in the…
Descriptors: Elementary Education, Kindergarten, Grade 1, Grade 2
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Seda Özer Sanal; Filiz Elmali – European Journal of Special Needs Education, 2024
The aim of this study is to investigate the effectiveness of Realistic Mathematics Education Strategies Mobile App (REMSAM) on the mathematical problem solving performance of students with learning disabilities (LD). The participants of this study consisted of five children (three girls, two boys) with LD. The study was carried out based on a…
Descriptors: Mathematics Education, Problem Solving, Students with Disabilities, Learning Disabilities
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Lee, Okin; Shin, Mikyung – Exceptionality, 2023
Learning mathematics in an inclusive classroom is challenging for many students with disabilities. The adapted digital mathematics textbooks for Grades 3 to 6 in South Korea were designed to support these students' access to the general mathematics curriculum. This study evaluates these textbooks according to the Universal Design for Learning…
Descriptors: Educational Technology, Technology Uses in Education, Electronic Books, Textbooks
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Wei, Xuefeng; Cheng, I-Ling; Chen, Nian-Shing; Yang, Xianmin; Liu, Yongbo; Dong, Yan; Zhai, Xuesong; Kinshuk – Educational Technology Research and Development, 2020
With advances in learning technologies, new pedagogical models are being developed to improve students' learning performance. One notable model is the flipped classroom, which has attracted the attention of many researchers, particularly in K-12 education. However, research on effective approaches for managing the flipped classroom model to…
Descriptors: Middle School Students, Educational Technology, Technology Uses in Education, Homework
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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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