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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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Alhadabi, Amal – Research in Science & Technological Education, 2023
Background: Research has shown that students in the United States have been developing negative perceptions of science as a field of study, which is associated with low science identity. The science identity can be influenced by a variety of personal demographic predictors, non-cognitive science-related variables (e.g. science self-efficacy and…
Descriptors: Longitudinal Studies, High School Students, Grade 9, Science Education
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Tirre, Frederike; Kampschulte, Lorenz; Thoma, Gun-Brit; Höffler, Tim; Parchmann, Ilka – Research in Science & Technological Education, 2019
Background: This article describes the design and the evaluation of a student lab program on the topic of nanoscience and technology (NST), mainly focusing on Nanoscience and its applications. The program was designed for students in grades 8-10 and was part of a larger outreach program of the Collaborative Research Center 'Function by Switching'…
Descriptors: Science Instruction, Design, Science Laboratories, Intervention
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Schroeder, Meadow; McKeough, Anne; Graham, Susan A.; Norris, Stephen P. – Research in Science & Technological Education, 2019
Background: Uncertainty is a crucial element of scientific knowledge growth. Students should have some understanding of how science knowledge is developed and why scientific conclusions are considered more or less certain than others. A component of the nature of science, it is considered an important aspect of science education and allows…
Descriptors: Student Attitudes, Scientific Principles, Grade 5, Grade 9
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Williams, P. John; Otrel-Cass, Kathrin – Research in Science & Technological Education, 2017
Background: Inquiry learning in science provides authentic and relevant contexts in which students can create knowledge to solve problems, make decisions and find solutions to issues in today's world. The use of electronic networks can facilitate this interaction, dialogue and sharing, and adds a new dimension to classroom pedagogy. Purpose: This…
Descriptors: Inquiry, Technology Uses in Education, Educational Technology, Case Studies