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Yang, Xiaotong; Rahimi, Seyedahmad; Shute, Valerie; Kuba, Renata; Smith, Ginny; Alonso-Fernández, Cristina – Educational Technology Research and Development, 2021
In-game learning supports aim to help students solve game levels (i.e., game-related supports), and connect to underlying content (i.e., content-related and hybrid supports). Students with different levels of prior knowledge may have different needs for in-game supports. In this study, we designed a 2D physics game with game-related,…
Descriptors: Prior Learning, Educational Games, Game Based Learning, High School Students
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Yohannes, Abebayehu; Chen, Hsiu-Ling; Chang, Chiu-Chen – Educational Technology Research and Development, 2023
Mathematics reading and spatial ability are important learning components in mathematics education. However, in traditional instruction, it is difficult to develop learners' mathematics reading and spatial abilities. Therefore, many students struggle to understand real-world problems and lack the spatial ability to form internal imagery. To cope…
Descriptors: Electronic Books, Interaction, Middle School Students, Mathematics Skills
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Yeo, Jun-Hui; Cho, I.-Hsuan; Hwang, Gwo-Haur; Yang, Hsi-Hsun – Educational Technology Research and Development, 2022
Gender and prior knowledge may affect students' performance and motivation when simulations and games are used for learning. Accommodations should be made for students of different genders and with different levels of prior knowledge. A simulation digital game about the food chain concept geared for elementary school students was developed for…
Descriptors: Gender Differences, Prior Learning, Food, Biology
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Yanjun Pan; Elizabeth L. Adams; Leanne R. Ketterlin-Geller; Eric C. Larson; Corey Clark – Educational Technology Research and Development, 2024
Computational thinking is acknowledged as an essential competency for everyone to learn. However, teachers find it challenging to implement the existing learning approaches in K-12 settings because the existing approaches often focus on teaching computing concepts and skills (i.e., programming skills) rather than on helping students develop their…
Descriptors: Middle School Students, Game Based Learning, Mathematics Education, Computation
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Kwon, Kyungbin; Ottenbreit-Leftwich, Anne T.; Brush, Thomas A.; Jeon, Minji; Yan, Ge – Educational Technology Research and Development, 2021
This study investigated how a computer science (CS) problem-based curriculum impacted elementary students' CS learning and attitudes. Four sixth-grade teachers and 200 of their students participated in the study. Researchers developed a CS curriculum in collaboration with the teachers, which consisted of two main units: (1) an introduction to…
Descriptors: Problem Based Learning, Elementary School Curriculum, Elementary School Students, Student Attitudes
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Shin, Suhkyung; Brush, Thomas A.; Glazewski, Krista D. – Educational Technology Research and Development, 2020
The purpose of this study was to identify types and patterns of peer scaffolding that occur during inquiry-based learning (IBL) group activities. It employed a single instrumental case approach that integrated quantitative and qualitative analyses of data gathered from 21 students in a ninth grade biology course. A verbal analysis, a content…
Descriptors: Scaffolding (Teaching Technique), Peer Relationship, Technology Integration, Social Networks
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Noh, Jiyae; Lee, Jeongmin – Educational Technology Research and Development, 2020
Around the world, programming education is actively promoted by such factors as economic and technical requirements. The use of a robot in programming education could help students understand computer-science concepts more easily. In this study we designed a course in programming a robot for elementary school students and investigated its…
Descriptors: Thinking Skills, Elementary School Students, Robotics, Programming
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Chen, Ming-Puu; Wong, Yu-Ting; Wang, Li-Chun – Educational Technology Research and Development, 2014
The purpose of this study was to examine the effects of the type of exploratory strategy and level of prior knowledge on middle school students' performance and motivation in learning chemical formulas via a 3D role-playing game (RPG). Two types of exploratory strategies-RPG exploratory with worked-example and RPG exploratory without…
Descriptors: Middle School Students, Chemistry, Scientific Concepts, Mathematical Formulas
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Abramovich, Samuel; Schunn, Christian; Higashi, Ross Mitsuo – Educational Technology Research and Development, 2013
Educational Badges are touted as an alternative assessment that can increase learner motivation. We considered two distinct models for educational badges; merit badges and videogame achievements. To begin unpacking the relationship between badges and motivation, we conducted a study using badges within an intelligent-tutor system for teaching…
Descriptors: Student Motivation, Prior Learning, Alternative Assessment, Expertise
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Cromley, Jennifer G.; Azevedo, Roger – Educational Technology Research and Development, 2009
New literacies researchers have identified a core set of strategies for locating information, one of which is "reading a Web page to locate information that might be present there" (Leu et al. in: Rush, Eakle, Berger (eds) "Secondary school reading and writing: What research reveals for classroom practices," 2007, p. 46). Do middle-school, high…
Descriptors: Undergraduate Students, Prior Learning, Hypermedia, Anatomy
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Azevedo, Roger; Moos, Daniel C.; Greene, Jeffrey A.; Winters, Fielding I.; Cromley, Jennifer G. – Educational Technology Research and Development, 2008
We examined how self-regulated learning (SRL) and externally-facilitated self-regulated learning (ERL) differentially affected adolescents' learning about the circulatory system while using hypermedia. A total of 128 middle-school and high school students with little prior knowledge of the topic were randomly assigned to either the SRL or ERL…
Descriptors: Prior Learning, Hypermedia, Human Body, Pretests Posttests
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Kopcha, Theodore J.; Sullivan, Howard – Educational Technology Research and Development, 2008
This study examined the effects of prior knowledge, learner preference for control, and type of control (learner or program) on the achievement of middle-school students in a computer-based instructional program on adding and subtracting integers. Students were blocked by preference-for-control scores and randomly assigned to either a…
Descriptors: Student Attitudes, Prior Learning, Computer Assisted Instruction, Educational Technology