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Gyeonggeon Lee; Da Yeon Kang – Asia-Pacific Science Education, 2024
Constructivist learning theories have emphasized learners' interactions with the environment, which includes their peers. Therefore, student cooperation/collaboration has been considered crucial in science education. However, although there have been many science cooperative/collaborative learning (CCL) studies reported in Korea, there has been a…
Descriptors: Cooperative Learning, Science Education, Engineering Education, Foreign Countries
Emin Tamer Yenen; Oktay Kizkapan – Discover Education, 2025
This study seeks to explore the impact of learning scenarios on pre-service science teachers' (PSSTs) perceptions of constructivist learning and their dispositions toward instructional technologies. Adopting a single-group pretest-posttest experimental design, a quantitative research methodology was employed. The participants consisted of…
Descriptors: Vignettes, Preservice Teacher Education, Preservice Teachers, Student Attitudes
Kun Huang; Ching-Huei Chen – Journal of Computer Assisted Learning, 2025
Background: Digital game-based learning (DGBL) has shown promise in enhancing learning and motivation, with appropriate scaffolding playing a crucial role in facilitating student inquiries and knowledge acquisition through science games. While scaffolding is generally effective in promoting learning in DGBL, there is variability among different…
Descriptors: Video Technology, Educational Technology, Artificial Intelligence, Computer Mediated Communication
Barak, Miri – Research in Science Education, 2017
Changes in our global world have shifted the skill demands from acquisition of structured knowledge to mastery of skills, often referred to as twenty-first century competencies. Given these changes, a sequential explanatory mixed methods study was undertaken to (a) examine predominant instructional methods and technologies used by teacher…
Descriptors: Preservice Teacher Education, Science Education, Mixed Methods Research, Teacher Educators
Kelsey Robson – ProQuest LLC, 2017
Science and society have prospered together through a mutually supportive relationship. However, this relationship breaks down when scientific findings conflict with beliefs and values, or raise ethical and political questions. A potential solution is improved communication through digital storytelling. This process combines a story script with…
Descriptors: Story Telling, Electronic Learning, Educational Technology, Technology Uses in Education
Barak, Miri – Journal of Science Education and Technology, 2017
The new guidelines for science education emphasize the need to introduce computers and digital technologies as a means of enabling visualization and data collection and analysis. This requires science teachers to bring advanced technologies into the classroom and use them wisely. Hence, the goal of this study was twofold: to examine the…
Descriptors: Science Education, Educational Technology, Technology Uses in Education, Technological Literacy
Lin, Marcia C.; Eylon, Bat-Sheva; Rafferty, Anna; Vitale, Jonathan M. – EURASIA Journal of Mathematics, Science & Technology Education, 2015
Citizens need the capability to conduct their own inquiry projects so that they can make sense of claims about new energy policies, health remedies, or financial opportunities. To develop the lifelong capability to grapple with these dilemmas, we report on ways to design precollege units that engage students in realistic, personally relevant…
Descriptors: Lifelong Learning, Inquiry, Learning Strategies, Constructivism (Learning)
Bertacchini, Francesca; Bilotta, Eleonora; Pantano, Pietro; Tavernise, Assunta – Computers & Education, 2012
In this paper, we present an Edutainment (education plus entertainment) secondary school setting based on the construction of artifacts and manipulation of virtual contents (images, sound, and music) connected to Chaos. This interactive learning environment also foresees the use of a virtual theatre, by which students can manipulate 3D contents…
Descriptors: Student Attitudes, Constructivism (Learning), Science Education, Secondary School Science
MacKinnon, Gregory – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2015
This paper reports the results of a 3-year longitudinal study on the perceived utility of supplying elementary science teacher interns with four asynchronous tools to assist them in creating their first lesson plan of a constructivist nature. The research accessed qualitative and quantitative measures to sample intern reaction to the notion of a…
Descriptors: Science Education, Educational Practices, Educational Technology, Longitudinal Studies
Farhangi, Sanaz – Cultural Studies of Science Education, 2012
This paper presents a review of Jane McGonigal's book, "Reality is broken" (Reality is broken: why games make us better and how they can change the world. Penguin Press, New York, 2011). As the book subtitle suggests it is a book about "why games make us better and how they can change the world", written by a specialist in computer game design. I…
Descriptors: Science Education, Computer Games, Science Teachers, Constructivism (Learning)
Li, Ming-Chaun; Tsai, Chin-Chung – Journal of Science Education and Technology, 2013
The purpose of this study is to review empirical research articles regarding game-based science learning (GBSL) published from 2000 to 2011. Thirty-one articles were identified through the Web of Science and SCOPUS databases. A qualitative content analysis technique was adopted to analyze the research purposes and designs, game design and…
Descriptors: Educational Games, Teaching Methods, Literature Reviews, Science Education
Gonen, Selahattin; Kocakaya, Serhat – Turkish Online Journal of Distance Education, 2010
Students enter the classrooms with a preexisting knowledge of science concepts. These science concepts sometimes show inconsistency with the accepted ones by the scientists and called as misconceptions. Studies applied science field have to get possession of abilities that not only detect these misconceptions also help to solve these problems.…
Descriptors: Physics, Science Education, Science Curriculum, Misconceptions
Lazarou, D. – Journal of Computer Assisted Learning, 2011
The aim of this paper is to describe a methodology for using Cultural-Historical Activity Theory (CHAT) at the initial stages of the design process of an educational game, by exploring how the theory can be used as a framework for producing not only usable but also useful computer tools. The research also aimed to investigate how the theory could…
Descriptors: Design Requirements, Educational Games, Science Education, Science Instruction
Ching, Dixie – Cultural Studies of Science Education, 2012
Researchers and instructional designers are exploring the possibilities of using video games to support STEM education in the U.S., not only because they are a popular media form among youth, but also because well-designed games often leverage the best features of inquiry learning. Those interested in using games in an educational capacity may…
Descriptors: Instructional Design, Constructivism (Learning), Expertise, Video Games
Ludvigsen, Sten R. – Learning, Media and Technology, 2012
In this article, I develop a perspective on learning as multilayered phenomena. I take a socio-genetic approach in order to understand human activity and to show how categories are a fundamental part of learning in a specific type of institutional practice. In the empirical section, student dialogue is analysed in relation to a set of categories…
Descriptors: Foreign Countries, Secondary School Students, Science Education, Inquiry

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