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Kimberly E. Beck; Jessica F. Shumway; Patrick Ocran; Jody Clarke-Midura; Mimi Recker – International Journal of Education in Mathematics, Science and Technology, 2025
Expansive Framing (EF) is a theory and an instructional technique to facilitate connections between content and contexts. We employed EF as an approach to create a series of integrated mathematics and computer science (CS) lessons, using digital technology as a tool to leverage shared mathematical and computational ideas. We used deductive…
Descriptors: Mathematics Instruction, Computer Science Education, Grade 5, Elementary School Teachers
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Iraya Yánez-Pérez; Radu Bogdan Toma; Jesús Ángel Meneses-Villagrá – School Science and Mathematics, 2025
Teachers often struggle to implement inquiry-based science teaching. To support them, IndagApp--a 3D educational app that offers curriculum-aligned, inquiry-based lesson plans--was designed. The app is rooted in the inquiry phases recommended in best-practices literature, which arguably align with most international standards. This study describes…
Descriptors: Usability, Computer Software, Private Schools, Public Schools
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Michelle M. Neumann; Eunjae Park; Hannah Soong; Sue Nichols; Nadia Selim – Education 3-13, 2024
Social media apps are being increasingly used by primary school children and this has influenced how they connect and communicate with others. Child use of social media has raised societal concerns about its impact on early development. To gain a deeper understanding of children's experiences with social media, children in grade 5 (N = 28; girls:…
Descriptors: Social Media, Social Networks, Elementary School Students, Safety
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Ali Alqarni – Journal of Educational Computing Research, 2025
This study examined the effect of gamification on visual programming and computational thinking skills among primary school students, aiming to investigate how gamified learning environments enhance cognitive skill development and conceptual integration compared to traditional teaching methods. A quasi-experimental design was employed, involving…
Descriptors: Thinking Skills, Game Based Learning, Achievement Tests, Teaching Methods
Teena L. Martin – ProQuest LLC, 2024
This study investigated the understudied area of virtual reality (VR) creation among elementary-aged youth, exploring their engagement in VR creation and the ways in which educators can facilitate this creative process. Using an embedded case study, the researcher examined how the youth visualize writing using the VR creation tool, CoSpaces. To…
Descriptors: Computer Simulation, Elementary School Students, Grade 3, Grade 4
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Andy Ding-Xuan Ng; Aloysius Ong; Alwyn Vwen Yen Lee; Chew Lee Teo – Pedagogies: An International Journal, 2024
Research and development of Learning Analytics (LA) have created new ways to support students' learning. However, our understanding of teachers' roles when implementing LA in classroom practices remains nascent. This study investigates how teachers can implement LA to support students' agency in directing their own inquiry, when engaging in a…
Descriptors: Learning Analytics, Grade 5, Elementary School Students, Grade 6
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Banks, Rebecca; Porchia, Starian; McCallum, Jasmine; Schiner, Nick – Childhood Education, 2023
In the wake of all that educators are navigating these days, they've proven to be not only resilient, but also innovative. They continue intentionally finding new and exciting ways to create powerful learning opportunities for all students. Reinvent the Classroom, an initiative by Digital Promise, HP, Microsoft, and Intel, supports, celebrates,…
Descriptors: Educational Innovation, Educational Technology, Technology Uses in Education, Writing (Composition)
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Yallihep, Mirac; Kutlu, Birgul – Education and Information Technologies, 2020
The purpose of this study was to measure the impacts of mobile serious games on fifth grade students' attitudes towards "Information Technology and Software" course and understanding of programming concepts. For this purpose, a five weeks long study was conducted in a private primary school in Turkey with randomly selected 36 fifth grade…
Descriptors: Computer Games, Computer Software, Student Attitudes, Programming
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Tunahan Yilmaz; Serkan Izmirli – Journal of Educational Technology and Online Learning, 2023
The objective of this research was to investigate the influence of both unplugged and plugged coding activities on the computational thinking skills of secondary school students. Using an experimental design with a pretest-posttest control group, the study indicated that students enhanced their computational thinking skills through engagement in…
Descriptors: Coding, Computation, Thinking Skills, Computer Software
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Rukayah; Daryanto, Joko; Atmojo, Idam R. W.; Saputri, Dwi Y.; Ardiansyah, Roy; Ariwijaya, Ilham – Pegem Journal of Education and Instruction, 2022
This study aims to describe the quiz game learning media development for the Javanese script reading skill for fifth-grade students at SD Mangkubumen Kidul, Laweyan Sub-district, Surakarta. This research was included in R & D (research and development) and reached the development stage. The subjects of this study were the fifth-grade students…
Descriptors: Reading Instruction, Reading Skills, Grade 5, Elementary School Students
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Sheunghyun Yeo; Corey Webel – Mathematical Thinking and Learning: An International Journal, 2024
In this study, we examine students' mathematical reasoning within a technological environment designed to support understanding of relationships between quantities with adjustable measuring units. In particular, we provide a cross-sectional snapshot of how 30 elementary students (Grades 3-5) engaged in a series of fraction-as-measurement tasks…
Descriptors: Elementary School Students, Mathematical Logic, Grade 3, Grade 4
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Xiaoxuan Fang; Davy Tsz Kit Ng; Manwai Yuen – Education and Information Technologies, 2025
To promote computational thinking in mathematics education, Scratch is used to foster students' computational thinking and mathematical understanding. However, students face challenges in block-based programming environments, such as having low motivation, high anxiety, and cognitive loads. This study combined the pedagogical values of Geogebra…
Descriptors: Computer Software, Mental Computation, Elementary School Mathematics, Grade 5
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Kevin Sigayret; Nathalie Blanc; André Tricot – Journal of Computer Assisted Learning, 2025
Background: Teaching programming and computational thinking is becoming a major issue in many education systems. Numerous approaches are possible, but very few studies compare these different ways of implementing programming and computational thinking learning. Objectives: We compared three ways of teaching programming and computational thinking…
Descriptors: Educational Technology, Technology Uses in Education, Robotics, Computation
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Tucker, Stephen I.; Moyer-Packenham, Patricia S. – International Journal of Mathematical Education in Science and Technology, 2021
This study examines the construct of distance -- the degree of difficulty of interacting with something -- as part of activity involving children using touchscreen digital games to learn mathematics. Ten fifth-grade children engaged in video-recorded semi-structured task-based interviews in which they used two touchscreen digital mathematics games…
Descriptors: Computer Games, Mathematics Instruction, Video Technology, Task Analysis
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Doster, Hannah; Cuevas, Josh – International Journal on Social and Education Sciences, 2021
Teaching mathematics involves a variety of techniques and approaches in order to reach students' academic needs in a way that aids them in achieving at the level required by state standards. One of the ways that educators are meeting the needs of their students is through using computer-based programs. In this study, 17 fifth grade students were…
Descriptors: Computer Software, Teaching Methods, Feedback (Response), Mathematics Instruction
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