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Pavlos Toukiloglou; Stelios Xinogalos – Journal of Educational Computing Research, 2025
This study examines the effectiveness of a collaborative support method in enhancing programming learning outcomes in a serious game. The game Code Hasp was developed to facilitate the comparison between two support methods, worked examples and a collaborative peer support approach. A total of 111 elementary school students participated, divided…
Descriptors: Educational Games, Programming, Cooperative Learning, Peer Relationship
Papadopoulos, Ioannis; Tenta, Eirini – International Journal of Game-Based Learning, 2021
Escape room games are a popular recreative activity that recently started gaining popularity as both a means for conducting research studies and a teaching and learning environment. This paper follows a group of 16- to 17-year-old students in an escape room while they encounter logical challenges in order to escape from the room in a limited…
Descriptors: Educational Environment, Game Based Learning, Puzzles, Cooperative Learning
Manesis, Nikolaos; Chatzidaki, Natasha; Gialamas, Marios – Journal of Education and Learning (EduLearn), 2022
Bullying among school children is a complex problem that requires a multifaceted approach. De Bono's six thinking hats technique can help effectively approach the issue of bullying. The innovation of this scenario lies in the fact that it uses De Bono's technique to deal with bullying at school. In this way, students can gain a holistic knowledge…
Descriptors: Bullying, Antisocial Behavior, Student Behavior, Grade 6
Anthi Karatrantou; Vassiliki Giannoula; Chris Panagiotakopoulos; George Nikolaou – International Society for Technology, Education, and Science, 2023
The paper presents an attempt made to use the Arduino platform and the Scratch for Arduino (S4A) environment for the implementation of an educational project for 6th grade primary school students in a classroom attended by refugee, immigrants, and indigenous students. The aim was to investigate the opportunity to use educational robotics as tools…
Descriptors: Refugees, Robotics, Elementary School Students, Worksheets
Miriam Herrero-Martín; Cristina Aldavero; Alfonso Lahuerta; Luis Carro; Azael J. Herrero – International Journal of Game-Based Learning, 2025
This study explores the potential of modern board games to foster key competences in primary education. A total of 238 students and 17 teachers from Spain, Romania, and Greece implemented 29 board games targeting Linguistic Communication, Mathematical Competence, and Learning to Learn. The intervention included teacher training, pedagogical…
Descriptors: Foreign Countries, Game Based Learning, Elementary School Students, Elementary School Teachers
Koumara, Anna; Plakitsi, Katerina; Lederman, Norman – Science Teacher, 2022
How do scientists make inferences for something they cannot directly observe? The Black Box approach seems ideal to help students understand how scientists work. Black Boxes are sealed units; their interior is not accessible. The effort to determine their possible content (internal structure) demands successive modifications in hypothesis,…
Descriptors: Teaching Methods, Science Instruction, Electronic Equipment, Scientific Principles
Örnekoglu Selçuk, Melis; Emmanouil, Marina; Grizioti, Marianthi; Van Langenhove, Lieva – Designs for Learning, 2022
Design Thinking (DT) is not merely a well-known design methodology but also an entire mindset towards solving complex societal problems in an innovative way. Its popularity in diverse disciplines beyond design, is due to its relation with the development of key 21st-century skills, such as creativity, critical thinking, collaboration and…
Descriptors: Design, Research Methodology, Problem Solving, Games
Kynigos, Chronis; Grizioti, Marianthi – Informatics in Education, 2018
During the last decade, coding has come to the foreground of educational trends as a strong mean for developing students' Computational Thinking (or CT). However, there is still limited research that looks at coding and Computational Thinking activities through the lens of constructionism. In this paper, we discuss how the knowledge we already…
Descriptors: Coding, Computation, Educational Technology, Technology Uses in Education
Kosyvas, Georgios – International Journal of Mathematical Education in Science and Technology, 2016
This paper presents the results of an experimental teaching carried out on 12-year-old students. An open-ended task was given to them and they had not been taught the algorithmic process leading to the solution. The formal solution to the problem refers to a system of two linear equations with two unknown quantities. In this mathematical activity,…
Descriptors: Arithmetic, Mathematical Logic, Problem Solving, Equations (Mathematics)
Mystakidis, Stylianos; Berki, Eleni – International Journal of Web-Based Learning and Teaching Technologies, 2018
The University of Patras' Library Services designed and offered to primary and secondary schools the pilot educational program "From the Ancient to the Modern Tablets," featuring immersive multimedia learning experiences about the book history. The pilot program consisted of three stages: a playful library tour, followed by an…
Descriptors: Foreign Countries, Story Telling, Educational Technology, Technology Uses in Education
Meli, Kalliopi; Zacharos, Konstantinos; Koliopoulos, Dimitrios – Canadian Journal of Science, Mathematics and Technology Education, 2016
This article presents a case study that examines the level of integration of mathematical knowledge in physics problem solving among first grade students of upper secondary school. We explore the ways in which two specific students utilize their knowledge and we attempt to identify the epistemological framings they refer to while solving a physics…
Descriptors: Case Studies, Mathematics, Mathematics Instruction, Physics
Dourda, Kyriaki; Bratitsis, Tharrenos; Griva, Eleni; Papadopoulou, Penelope – Electronic Journal of e-Learning, 2014
In this paper an educational design proposal is presented which combines two well established teaching approaches, that of Game-based Learning (GBL) and Content and Language Integrated Learning (CLIL). The context of the proposal was the design of an educational geography computer game, utilizing QR Codes and Google Earth for teaching English…
Descriptors: Case Studies, Educational Games, Geography Instruction, English (Second Language)
Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2018
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "EdMedia + Innovate Learning: World Conference on Educational Media and…
Descriptors: Educational Technology, Technology Uses in Education, Open Educational Resources, Higher Education
Cremin, Teresa; Glauert, Esme; Craft, Anna; Compton, Ashley; Stylianidou, Fani – Education 3-13, 2015
In the light of the European Union's interest in creativity and innovation, this paper, drawing on data from the EU project Creative Little Scientists (2011-2014), explores the teaching and learning of science and creativity in Early Years education. The project's conceptual framework, developed from detailed analysis of relevant literatures,…
Descriptors: Science Instruction, Inquiry, Creative Teaching, Creativity
Avouris, N.; Fiotakis, G.; Kahrimanis, G.; Margaritis, M.; Komis, V. – Journal of Interactive Learning Research, 2007
In this article, we discuss key requirements for collecting behavioural data concerning technology-supported collaborative learning activities. It is argued that the common practice of analysis of computer generated log files of user interactions with software tools is not enough for building a thorough view of the activity. Instead, more…
Descriptors: Learning Activities, Computer Software, Computer Assisted Instruction, Problem Solving
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