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Melese Astatke; Cathy Weng; Abebayehu Yohannes; Matere M. Isaac; Wei-Kai Liou – Educational Technology Research and Development, 2024
This quasi-experimental study examined the influences of an Immersive Virtual Reality (IVR) adoption in the classroom and compared learning achievement, motivation, and perception between two versions of the learning approaches (IVR-based STREAM learning and Desktop Virtual Reality (DVR)-based STREAM learning). Twenty middle school students in the…
Descriptors: Middle School Students, Computer Simulation, Augmentative and Alternative Communication, Workstations
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Kuba, Renata; Rahimi, Seyedahmad; Smith, Ginny; Shute, Valerie; Dai, Chih-Pu – Educational Technology Research and Development, 2021
Over three years, our research team has designed various learning supports for promoting content knowledge and solving game levels. In this case study, we examined the optimal design and the evaluation of learning support videos for a physics educational game. Often studies focus on investigating the effects of research-based principles without a…
Descriptors: Educational Games, Game Based Learning, Physics, Educational Principles
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Belland, Brian R.; Gu, Jiangyue; Armbrust, Sara; Cook, Brant – Educational Technology Research and Development, 2015
A common way for students to develop scientific argumentation abilities is through argumentation about socioscientific issues, defined as scientific problems with social, ethical, and moral aspects. Computer-based scaffolding can support students in this process. In this mixed method study, we examined the use and impact of computer based…
Descriptors: Mixed Methods Research, Computer Uses in Education, Educational Technology, Middle School Students
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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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Wilkerson-Jerde, Michelle Hoda – Educational Technology Research and Development, 2014
There are increasing calls to prepare K-12 students to use computational tools and principles when exploring scientific or mathematical phenomena. The purpose of this paper is to explore whether and how constructionist computer-supported collaborative environments can explicitly engage students in this practice. The Categorizer is a…
Descriptors: Computation, Classification, Computer Uses in Education, Cooperative Learning
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Akcaoglu, Mete – Educational Technology Research and Development, 2014
Today's complex and fast-evolving world necessitates young students to possess design and problem-solving skills more than ever. One alternative method of teaching children problem-solving or thinking skills has been using computer programming, and more recently, game-design tasks. In this pre-experimental study, a group of middle school…
Descriptors: Problem Solving, Thinking Skills, Computer Uses in Education, Games
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Liu, Min; Horton, Lucas; Olmanson, Justin; Toprac, Paul – Educational Technology Research and Development, 2011
This study examines middle school students' learning and motivation as they engaged in a new media enriched problem-based learning (PBL) environment for middle school science. Using a mixed-method design with both quantitative and qualitative data, we investigated the effect of a new media environment on sixth graders' science learning, their…
Descriptors: Student Attitudes, Problem Based Learning, Student Motivation, Scores
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Reynolds, Rebecca; Caperton, Idit Harel – Educational Technology Research and Development, 2011
This implementation study explores middle school, high school and community college student experiences in Globaloria, an educational pilot program of game design offered in schools within the U.S. state of West Virginia, supported by a non-profit organization based in New York City called the World Wide Workshop Foundation. This study reports on…
Descriptors: Feedback (Response), Student Attitudes, Pilot Projects, Learner Engagement