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Sun, Guangwei – Science Insights Education Frontiers, 2022
With the rapid development of the Internet and other related technologies, the educational community has come to accept the use of educational technology in the classroom. Its innovation not only transforms teaching techniques but also expands students' channels and resources for learning. This article explores the use of educational technology in…
Descriptors: Educational Technology, Foreign Countries, Junior High School Students, Grade 7
Nichole Danielle Viderman – ProQuest LLC, 2021
The purpose of this qualitative descriptive study is to examine how 3rd-8th grade teachers describe their use of educational technology for experiential learning in mathematics in the Southwestern United States. David Kolb et al. (2001) experiential learning theory guided the two research questions on the level of use and how teachers described…
Descriptors: Mathematics Instruction, Experiential Learning, Grade 3, Grade 4
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Önür, Zehra; Kozikoglu, Ishak – Journal of Theoretical Educational Science, 2020
The purpose of this study is to reveal the relationship between 21st century learning skills and educational technology competencies of secondary school students. The population of this correlational research consists of 37.904 secondary school students in central districts (Ipekyolu, Tusba, and Edremit) of Van province. This study was carried out…
Descriptors: 21st Century Skills, Technological Literacy, Secondary School Students, Foreign Countries
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Allison S. Liu; Kirk Vanacore; Erin Ottmar – Grantee Submission, 2022
Feedback in educational technologies can teach and engage students in math, but questions remain on how to present failure feedback that supports positive learning behaviors. We explore how error- and reward-based feedback influenced students' choices to replay completed problems in "From Here to There!," a math game-based educational…
Descriptors: Educational Technology, Technology Uses in Education, Feedback (Response), Failure
Lauren E. Decker-Woodrow; Craig A. Mason; Ji-Eun Lee; Jenny Yun-Chen Chan; Adam Sales; Allison Liu; Shihfen Tu – Grantee Submission, 2023
The current study investigated the effectiveness of three distinct educational technologies--two game-based applications (From Here to There and DragonBox 12+) and two modes of online problem sets in ASSISTments (an Immediate Feedback condition and an Active Control condition with no immediate feedback) on Grade 7 students' algebraic knowledge.…
Descriptors: Educational Technology, Algebra, COVID-19, Pandemics
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Lauren E. Decker-Woodrow; Craig A. Mason; Ji-Eun Lee; Jenny Yun-Chen Chan; Adam Sales; Allison Liu; Shihfen Tu – AERA Open, 2023
The current study investigated the effectiveness of three distinct educational technologies--two game-based applications (From Here to There and DragonBox 12+) and two modes of online problem sets in ASSISTments (an Immediate Feedback condition and an Active Control condition with no immediate feedback) on Grade 7 students' algebraic knowledge.…
Descriptors: Educational Technology, Algebra, COVID-19, Pandemics
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Ottmar, Erin; Lee, Ji-Eun; Vanacore, Kirk; Pradhan, Siddhartha; Decker-Woodrow, Lauren; Mason, Craig A. – Grantee Submission, 2023
This paper provides information on datasets for the research project that examined the efficacy of three educational technologies including "From Here to There!", a research-based game for improving algebraic understanding. The dataset contains 4,092 7th-grade students' data collected through a randomized control trial conducted in…
Descriptors: Data, Mathematics Achievement, Algebra, Educational Technology
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Allison Liu; Jenny Yun-Chen Chan; Ji-Eun Lee; Lauren E. Decker-Woodrow; Shihfen Tu; Adam Sales; Craig A. Mason – Grantee Submission, 2022
The current study investigated how prior knowledge moderated the effects of three educational technologies ("From Here to There," "DragonBox 12+," and problem sets in "ASSISTments") on seventh-grade students' later algebraic knowledge. Pretest scores only moderated effects of "From Here to There," with…
Descriptors: Prior Learning, Program Effectiveness, Game Based Learning, Intervention
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Gong, Jie – Science Insights Education Frontiers, 2022
The Intelligent Research and Training Platform (IRTP) of the National Center for Educational Technology (NECT) is an application designed to integrate AI technology and teacher education in response to the "Artificial Intelligence + Teacher Education" strategy, in order to provide teacher professional development and power the…
Descriptors: Foreign Countries, Minority Group Students, Intelligent Tutoring Systems, Artificial Intelligence
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Chan, Jenny Yun-Chen; Byrne, Chloe; Jerusal, Janette; Liu, Allison S.; Roberts, Justin; Ottmar, Erin – Grantee Submission, 2023
Prior research has shown that game-based learning tools, such as DragonBox 12+, support algebraic understanding and that students' in-game progress positively predicts their later performance. Using data from 253 seventh-graders (12-13 years old) who played DragonBox as a part of technology intervention, we examined (a) the relations between…
Descriptors: Game Based Learning, Educational Games, Problem Solving, Mathematics Achievement
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Erdener, Kevser; Perkmen, Serkan; Shelley, Mack; Ali Kandemir, Mehmet – Computers in the Schools, 2022
The main purpose of the current study was to develop and validate a scale of perceived attributes of the interactive whiteboard (IW) for the mathematics class. Rogers' Diffusion of Innovations Theory served as the theoretical framework. Two groups of participants in Turkey were employed in this study. The first group consisted of 350 middle school…
Descriptors: Test Construction, Mathematics Instruction, Foreign Countries, Educational Technology
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Chan, Jenny Yun-Chen; Closser, Avery H.; Ngo, Vy; Smith, Hannah; Liu, Allison S.; Ottmar, Erin – Grantee Submission, 2023
Background: Prior work has shown that middle school students struggle with algebra and that game-based educational technologies, such as DragonBox and From Here to There!, are effective at improving students' algebraic performance. However, it remains unclear which aspects of algebraic knowledge shift as a result of playing these games and what…
Descriptors: Game Based Learning, Educational Technology, Mathematics Education, Algebra
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Chan, Jenny Yun-Chen; Closser, Avery H.; Ngo, Vy; Smith, Hannah; Liu, Allison S.; Ottmar, Erin – Journal of Computer Assisted Learning, 2023
Background: Prior work has shown that middle school students struggle with algebra and that game-based educational technologies, such as DragonBox and From Here to There!, are effective at improving students' algebraic performance. However, it remains unclear which aspects of algebraic knowledge shift as a result of playing these games and what…
Descriptors: Teaching Methods, Game Based Learning, Middle School Students, Algebra
Daniel, Jami L. – ProQuest LLC, 2023
Given the rapid rate at which educational technology is continually evolving compounded by the rapid transition to digital learning due to the COVID-19 pandemic in 2020 and its aftermath, this research seeks to understand how one-to-one Chromebooks impact a variety of facets of the middle school science classroom. In three separate, yet related…
Descriptors: Technology Uses in Education, Educational Technology, Middle School Students, Science Education
Ji-Eun Lee; Aravind Stalin; Vy Ngo; Katie Drzewiecki; Cindy Trac; Erin Ottmar – Grantee Submission, 2022
New educational technologies that utilize students' interaction data and visualizations provide a means to expand our understanding of learning processes. In this study, we apply two advanced and novel data visualization techniques, called the "Indivisualizer" and a "Sankey diagram," to explore how middle school students (N =…
Descriptors: Mathematics Instruction, Middle School Students, Problem Solving, Game Based Learning
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