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Wommer, Fernanda Gabriela Bitencourt; Sepel, Lenira Maria Nunes; Loreto, Elgion Lucio Silva – Research in Science & Technological Education, 2023
Background: Gamification is the use of game design elements, such as rules of play, point scoring and competition, in a non-game context, in learning activities. We designed a game, based on the famous augmented reality game "Pokémon GO," called Insects GO in which players should capture images of real insects with their mobile phones.…
Descriptors: Gamification, Entomology, Middle School Students, Student Attitudes
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Feyzioglu, Burak – Research in Science & Technological Education, 2019
Background: In recent years, science curricula (chemistry, physics, biology, earth science, life science, etc.) in many countries have been prepared and applied according to the inquiry-based learning approach. Although the acquisition and application of the inquiry skills are one of the important objectives of the science curriculum, the inquiry…
Descriptors: Self Efficacy, Inquiry, Goal Orientation, Academic Achievement
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Kingir, Sevgi; Tas, Yasemin; Gok, Gulsum; Vural, Semra Sungur – Research in Science & Technological Education, 2013
Background: There are attempts to integrate learning environment research with motivation and self-regulation research that considers social context influences an individual's motivation, self-regulation and, in turn, academic performance. Purpose: This study explored the relationships among constructivist learning environment perception variables…
Descriptors: Constructivism (Learning), Student Motivation, Self Management, Science Achievement