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Amber Simpson; Adam V. Maltese – Technology, Pedagogy and Education, 2024
The purpose of this exploratory study is to propose a pedagogical nexus for maker educators that is specific to making and tinkering in K-12 formal learning environments. The intent is to document the pedagogical approaches of practising teachers as they gain experience with making practices and principles. Based on the analysis of interview data…
Descriptors: Teaching Methods, Shared Resources and Services, Elementary Secondary Education, Conventional Instruction
Nikolopoulou, Kleopatra – International Journal of Early Years Education, 2023
The purpose of this study is to investigate teachers' practices and views of STEM activities for children aged 4-7 years old. The participants are 18 Greek teachers and data is collected via interviews. Commonly reported reasons for the importance of STEM education are the development of skills, knowledge, and children's interest for learning,…
Descriptors: STEM Education, Learning Activities, Elementary School Students, Teaching Methods
Hartle, Luminita; Kaczorowski, Tara – Quarterly Review of Distance Education, 2019
Teacher candidates are required to learn foundational teaching skills in order to successfully address the needs of all students in the classroom. Mursion, a commercial education product, is a mixed reality technology which aims to provide teacher candidates with diverse opportunities to practice and reflect on the execution of teaching skills…
Descriptors: Computer Simulation, Preservice Teachers, Teaching Skills, Educational Technology
Okumura, Shinji – Intercultural Education, 2020
Telecollaboration involving children around the world allows them to develop international understanding (IU). This paper reports on the design and implementation of a telecollaboration project between Japanese and Australian primary school students. The main purpose of the project, which integrates the contents of Social Studies and foreign…
Descriptors: Curriculum Development, Curriculum Implementation, Computer Mediated Communication, Elementary School Students
Marfisi-Schottman, Iza; George, Sébastien – International Association for Development of the Information Society, 2014
Mobile Collaborative Learning Games combine all the ingredients necessary to attract students' attention and engage them in learning activities. However, designing a coherent scenario that combines mobility, game mechanics and collaborative learning is quite a challenge. In this article, we take the first step by proposing several game patterns…
Descriptors: Cooperative Learning, Electronic Learning, Educational Games, Learning Activities
McKenney, Susan; Voogt, Joke – Australasian Journal of Early Childhood, 2012
The active participation of teachers in designing classroom learning experiences contributes to teacher abilities to facilitate learning. This paper reports on a case study of one Dutch teacher designing a technology-rich learning environment for emergent literacy. Data was collected to explore the design and implementation of the learning…
Descriptors: Class Activities, Feasibility Studies, Learning Activities, Educational Technology
Looi, Chee-Kit; Wong, Lung-Hsiang; So, Hyo-Jeong; Seow, Peter; Toh, Yancy; Chen, Wenli; Zhang, Baohui; Norris, Cathie; Soloway, Elliot – Computers & Education, 2009
With the mass adoption of mobile computing devices by the current school generation, significant opportunities have emerged for genuinely supporting differentiated and personalized learning experiences through mobile devices. In our school-based research work in introducing mobilized curricula to a class, we observe one compelling mobilized lesson…
Descriptors: Class Activities, Learning Activities, Elementary School Students, Curriculum Implementation
Gaydos, Matthew J.; Squire, Kurt D. – Cultural Studies of Science Education, 2012
Research has shown that video games can be good for learning, particularly for STEM topics. However, in order for games to be scalable and sustainable, associated research must move beyond considerations of efficacy towards theories that account for classroom ecologies of students and teachers. This study asks how a digital game called "Citizen…
Descriptors: Science and Society, STEM Education, Predictor Variables, Use Studies
Clarke, Suzanne – Educational Research Service, 2009
Project-Based Learning (PBL) connects standards-based content to real-world scenarios through the use of projects to improve student achievement. By engaging students in authentic problems that do not have a predetermined solution, students learn both subject matter and critical 21st-century skills. This "Focus On" addresses what…
Descriptors: Student Projects, Problem Based Learning, Active Learning, Student Motivation
Emery, Winston; McCabe, Rachel – Canadian Journal of Learning and Technology, 2003
This is the first of two articles about a study of the implementation of a media literacy curriculum project in three inner city school Grade 5's in Montreal. The authors describe what the teachers and students learned about two key Media Literacy concepts: the media construct reality and audiences negotiate the meanings of media texts. The…
Descriptors: Grade 5, Elementary School Students, Teaching Methods, Media Literacy

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