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Showing 1 to 15 of 41 results Save | Export
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Ünal Çakiroglu; Serkan Aslan – International Journal of Technology in Education and Science, 2025
This study examines the impact of interactive reading instructional software (IRIS) on the reading speed of first-grade elementary students. Using a single-group pre-test post-test quasi-experimental design, the research involved 21 days of interactive reading lessons. Observations during the implementation phase helped evaluate the influence of…
Descriptors: Computer Software, Reading Instruction, Reading Rate, Grade 1
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Ahmad Affandi Supli; Xiaojing Yan – Education and Information Technologies, 2024
The primary goal of this research was to examine the impact of Augmented Reality (AR) based virtual interaction and physical interaction on the development of spatial skills in Xining Qinghai, China's primary school students (aged 8 to 10). The research was conducted in a public-school setting with 54 participants using a quasi-experimental…
Descriptors: Computer Simulation, Educational Technology, Computer Mediated Communication, Interaction
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David DeLiema; Jeffrey K. Bye; Vijay Marupudi – ACM Transactions on Computing Education, 2024
Learning to respond to a computer program that is not working as intended is often characterized as finding a singular bug causing a singular problem. This framing underemphasizes the wide range of ways that students and teachers could notice discrepancies from their intention, propose causes of those discrepancies, and implement interventions.…
Descriptors: Computer Software, Troubleshooting, Intention, Intervention
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Ritella, Giuseppe; Loperfido, Fedela Feldia; De Giglio, Gianfranco; Scurani, Antonietta; Ligorio, Maria Beatrice – Dialogic Pedagogy, 2022
This article explores how the adoption of educational robotics, cloud-based animation software, and simplified visual programming software can provide valuable opportunities for dialogic interaction and learning. The potentialities of this type of activity are often overlooked in dialogic investigations. Based on empirical illustration, we discuss…
Descriptors: Robotics, Animation, Computer Software, Interaction
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Žakelj, Amalija; Klancar, Andreja – European Journal of Educational Research, 2022
Visual representations and the process of visualisation have an important role in geometry learning. The optimal use of visual representations in complex multimedia environments has been an important research topic since the end of the last century. For the purpose of the study presented in this paper, we designed a model of learning geometry with…
Descriptors: Visual Aids, Geometry, Mathematics Instruction, Electronic Learning
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Lui, Michelle; Maharaj, Amrita; Shimaly, Roula; Atcha, Asiya; Ali, Hamza; Carroll, Stacie; McEwen, Rhonda – Journal of Special Education Technology, 2022
This study examines interactions between students with atypical motor and speech abilities, their teachers, and eye tracking devices under varying conditions typical of educational settings (e.g., interactional style, teacher familiarity). Twelve children (aged 4-12 years) participated in teacher-guided sessions with eye tracking software that are…
Descriptors: Interaction, Eye Movements, Students with Disabilities, Children
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Son, Seung-Hee Claire; Butcher, Kirsten R.; Liang, Lauren Aimonette – Elementary School Journal, 2020
This study investigates how interactive features embedded in the illustrations of storybook apps influenced young readers' story enjoyment and comprehension. Kindergartners and second graders (N = 91) were randomly assigned to read storybook apps in an interactive or noninteractive condition. Findings showed that children's self-reported enjoyment…
Descriptors: Computer Software, Reading Comprehension, Preferences, Recall (Psychology)
Sonia Renee Alvarado – ProQuest LLC, 2022
The purpose of this design-based research study was to provide a holistic perspective on the pedagogical and contextual factors of interactive mobile technology on English learners and investigate the theoretical potential of audio-video software interventions for second language acquisition. Specifically, the study explored current virtual…
Descriptors: Electronic Learning, Handheld Devices, Holistic Approach, Interaction
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Falahah; Irrahali, Fadhila Alinda – International Journal of Higher Education, 2019
Educational game is a game especially for the kid, that contains educational materials designed in an interactive game that aims to improve intelligence as well as providing knowledge to the users. The opportunity to make android-based education game is open wide, especially the game that exploit local content. In this research, we will develop…
Descriptors: Foreign Countries, Educational Games, Geographic Regions, Educational Technology
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Wu, Yonghe; Guo, Shouchao; Zhu, Lijuan – Interactive Learning Environments, 2020
3D design software is a commonly used interactive learning tool in STEM education. It is generally believed that 3D design can effectively train students' spatial thinking and engineering design abilities. There have been many theoretical and practical achievements in the application of 3D printing education, but the evaluation of 3D design is…
Descriptors: Foreign Countries, Elementary School Students, Computer Peripherals, Printing
Neiffer, Jason Patrick – ProQuest LLC, 2018
Intelligent personal assists are as a software tool utilized by millions of consumers to interact with their smartphone, tablet, laptop or desktop computer, or smart speaker. As more mobile and computer operating systems offer the feature, more classrooms and ultimately students will have access to one of these tools, either on a school-purchased…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
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Gumonan, Kenn Migan Vincent C.; Fabregas, Aleta C. – Online Submission, 2021
Purpose: The study aims to develop an application that will serve as an alternative learning tool for learning Asian Studies. The delivery of lessons into a virtual reality game depends on the pace of students. The developed application comprises several more features that enable users to get valuable information from an immersive environment.…
Descriptors: Asian Studies, Teaching Methods, Computer Simulation, Computer Games
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Anderson-Pence, Katie L.; Tygret, Jennifer A.; Crocker, Lauren – Educational Research: Theory and Practice, 2020
Using a convergent parallel mixed methods design, this exploratory study examined mathematics lessons in two third-grade classrooms to analyze the mathematical classroom discourse when using tutorial instructional software. A chi-square test for independence revealed statistically significant correlations between teachers use of the focusing and…
Descriptors: Mathematics Instruction, Grade 3, Elementary School Mathematics, Discussion (Teaching Technique)
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Downton, Michael P. – Contributions to Music Education, 2018
Intuitions are incomplete knowledge structures that help us make sense of the world around us. Additionally, when learners are given opportunities to talk about their intuitive understanding, it helps construct their knowledge in a domain (music). The issue with intuitions and intuitive responses is not whether they are correct or incorrect, but…
Descriptors: Elementary School Students, Music Education, Responses, Intuition
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Wu, Ting-Fang; Chen, Cheng-Ming; Lo, Hui-Shan; Yeh, Yao-Ming; Chen, Ming-Chung – Educational Technology & Society, 2018
The purpose of this study was to develop an explanatory model for the information and communication technology (ICT) competencies of students with and without learning disabilities (LD). A conceptual model was proposed, and included five major constructs: (1) attitude towards using ICT, (2) ICT competency, (3) demographic characteristics, (4) ICT…
Descriptors: Learning Disabilities, Technological Literacy, Information Technology, Elementary School Students
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