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Hong, Huang-Yao; Lin, Pei-Yi – Educational Technology Research and Development, 2019
Effective energy education depends on continuing research designed to identify instructional strategies that will proof effective in particular learning contexts. The aim of this study was to help Taiwanese students learn about energy-saving related concepts through idea-centered, collaborative knowledge-building activities carried out in an…
Descriptors: Elementary School Students, Cooperative Learning, Grade 5, Teaching Methods
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Ioannou, Andri – Educational Technology Research and Development, 2019
Building on established pedagogy and technological advancement, this article presents a model of gameful design for learning using interactive tabletops, enacted and evaluated in the context of socio-emotional education. Based on the proposed model, we detail the design of a technology-enhanced learning experience in which a series of traditional…
Descriptors: Game Based Learning, Technology Uses in Education, Grade 5, Elementary School Students
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Yeh, Yi-Lien; Lan, Yu-Ju – Educational Technology Research and Development, 2018
The importance of learner autonomy has been researched for at least two decades. However, it has been critiqued that most research mainly focused on theoretical explanations and was based on anecdotal evidence (Dalgarno and Lee in "Br J Educ Technol "41(1):10-32, 2010; Hew and Brush in "Educ Technol Res Dev" 55(3):223-252,…
Descriptors: Personal Autonomy, Technological Advancement, Case Studies, Quasiexperimental Design
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Laine, Teemu H.; Nygren, Eeva; Dirin, Amir; Suk, Hae-Jung – Educational Technology Research and Development, 2016
Lack of motivation and of real-world relevance have been identified as reasons for low interest in science among children. Game-based learning and storytelling are prominent methods for generating intrinsic motivation in learning. Real-world relevance requires connecting abstract scientific concepts with the real world. This can be done by…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Science Education
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Cai, Huiying; Lin, Lin; Gu, Xiaoqing – Educational Technology Research and Development, 2016
This study provides an in-depth look into the implementation process of visualization-based tools for structuring collaborative problem solving (CPS) in the classroom. A visualization-based learning platform--the semantic diagram for structuring CPS in a real classroom was designed and implemented. Metafora, the preliminary vehicle of the semantic…
Descriptors: Semantics, Visual Aids, Cooperative Learning, Problem Solving
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Crawford, Lindy; Higgins, Kristina N.; Huscroft-D'Angelo, Jacqueline N.; Hall, Lindsay – Educational Technology Research and Development, 2016
This study investigated students' use of electronic support tools within a computer-based mathematics program. Electronic support tools are tools, such as hyperlinks or calculators, available within many computer-based instructional programs. A convenience sample of 73 students in grades 4-6 was selected to participate in the study. Students…
Descriptors: Mathematics Instruction, Mathematics Education, Technology Uses in Education, Educational Technology
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Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Chun – Educational Technology Research and Development, 2015
Individual gameplay interest is affected by numerous factors and a competition setting is also of importance as there are factors that need to be managed. To understand the motivational variables related to an educational game competition, this study explored the interrelatedness between self-efficacy, competitive anxiety, and gameplay interest in…
Descriptors: Self Efficacy, Relevance (Education), Anxiety, Competition
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Kim, Paul; Suh, Esther; Song, Donggil – Educational Technology Research and Development, 2015
This exploratory study provides a deeper look into the aspects of students' experience from design-based learning (DBL) activities for fifth grade students. Using design-based research (DBR), this study was conducted on a series of science learning activities leveraging mobile phones with relevant applications and sensors. We observed 3 different…
Descriptors: Student Experience, Learning Activities, Grade 5, Elementary School Students
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Pittman, Tiffani; Gaines, Trudi – Educational Technology Research and Development, 2015
Third, fourth and fifth grade teachers have the potential to shape the way their students will begin to view and use technology. This study investigated the nature of technology usage among third, fourth and fifth grade teachers in a Florida school district as well as the relationship between the level of technology usage factors such as available…
Descriptors: Technology Integration, Grade 3, Grade 4, Grade 5
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Chu, Hui-Chun; Chang, Shao-Chen – Educational Technology Research and Development, 2014
Although educational computer games have been recognized as being a promising approach, previous studies have indicated that, without supportive models, students might only show temporary interest during the game-based learning process, and their learning performance is often not as good as expected. Therefore, in this paper, a two-tier test…
Descriptors: Educational Technology, Computer Games, Educational Games, Program Effectiveness
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Leslie, Kimberley Crompton; Low, Renae; Jin, Putai; Sweller, John – Educational Technology Research and Development, 2012
Two experiments using the science topics of Magnetism and Light were conducted with younger learners (Year 5) who had no prior knowledge of the topics, and older learners (Year 6) who had studied the topics previously. Half of the learners were presented the information in auditory form only while the other half were presented the auditory…
Descriptors: Expertise, Prior Learning, Redundancy, Age Differences
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van Loon, Anne-Marieke; Ros, Anje; Martens, Rob – Educational Technology Research and Development, 2012
In the present study, the ways in which digital learning tasks contribute to students' intrinsic motivation and learning outcomes were examined. In particular, this study explored the relative contributions of autonomy support and the provision of structure in digital learning tasks. Participants were 320 fifth- and sixth-grade students from eight…
Descriptors: Foreign Countries, Student Motivation, Electronic Learning, Outcomes of Education
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Baytak, Ahmet; Land, Susan M. – Educational Technology Research and Development, 2011
This study employed a case study design (Yin, "Case study research, design and methods," 2009) to investigate the processes used by 5th graders to design and develop computer games within the context of their environmental science unit, using the theoretical framework of "constructionism." Ten fifth graders designed computer games using "Scratch"…
Descriptors: Computer Software, Programming, Learning Processes, Grade 5
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Lee, Victor R.; Thomas, Jonathan M. – Educational Technology Research and Development, 2011
This paper describes an iteration of a design-based research project that involved integrating commercial physical activity data (PAD) sensors, such as heart rate monitors and pedometers, as technologies that could be used in two fifth grade classrooms. By working in partnership with two participating teachers and seeking out immediate resources…
Descriptors: Elementary School Students, Metabolism, Physical Activities, Educational Technology
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Judson, Eugene – Educational Technology Research and Development, 2010
This study investigated whether an identifiable link existed between gains in technology literacy and achievement in the areas of reading, mathematics, and language arts. Normal curve equivalent (NCE) content score changes from TerraNova assessments were calculated for approximately 5,000 students from fourth- to fifth-grade and 5,000 students…
Descriptors: Language Arts, Grade 5, Technological Literacy, Achievement Gains
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