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Javier Del Olmo-Muñoz; Pascual D. Diago; David Arnau; David Arnau-Blasco; José Antonio González-Calero – ZDM: Mathematics Education, 2024
This research, following a sequential mixed-methods design, delves into metacognitive control in problem solving among 5- to 6-year-olds, using two floor-robot environments. In an initial qualitative phase, 82 pupils participated in tasks in which they directed a floor robot to one of two targets, with the closer target requiring more cognitive…
Descriptors: Elementary School Students, Metacognition, Robotics, Computer Simulation
Shu-Hao Wu; Morris Siu-Yung Jong; Chin-Chung Tsai – Education and Information Technologies, 2025
Spherical video-based virtual reality (SVVR) offers teachers an accessible means to use virtual reality. However, research into the effects of learning materials in teacher-developed SVVR activities on student learning remains limited. This study recruited 33 elementary school teachers and the 841 students in their classes. This study classified…
Descriptors: Learner Engagement, Hierarchical Linear Modeling, Computer Simulation, Technology Uses in Education
Yu-Ting Chen; Ming Li; Mutlu Cukurova; Morris Siu-Yung Jong – British Journal of Educational Technology, 2024
Writing is a fundamental skill linked closely with academic achievement, day-to-day communication, formal negotiations, and more. However, due to their lack of contextual experience, learning to write has been a demanding and complex cognitive process for most learners. As a result, learners struggle to exhibit positive learning behaviours and…
Descriptors: Feedback (Response), Computer Simulation, Video Technology, Writing Ability
Yafeng Zheng; Shebing Sun; Yang Yang; Chang Xu – Research in Science Education, 2024
This study explored the differences in the effects of directive versus reflective feedback on elementary school students' conceptual understanding and epistemological beliefs in a simulation-based online science inquiry environment, by comparing more fine-grained differences in the inquiry behaviors of students who received the two types of…
Descriptors: Feedback (Response), Elementary School Students, Scientific Concepts, Epistemology
Student, Sanford R. – Educational Researcher, 2022
Empirical growth benchmarks, as introduced by Hill, Bloom, Black, and Lipsey (2008), are a well-known way to contextualize effect sizes in education research. Past work on these benchmarks, both positive and negative, has largely avoided confronting the role of vertical scales, yet technical issues with vertical scales trouble the use of such…
Descriptors: Computer Simulation, Benchmarking, Effect Size, Intervention
Cari F. Herrmann-Abell; George E. DeBoer – Grantee Submission, 2023
This study describes the role that Rasch measurement played in the development of assessments aligned to the "Next Generation Science Standards," tasks that require students to use the three dimensions of science practices, disciplinary core ideas and cross-cutting concepts to make sense of energy-related phenomena. A set of 27…
Descriptors: Item Response Theory, Computer Simulation, Science Tests, Energy
Cai, Su; Liu, Zifeng; Liu, Changhao; Zhou, Haitao; Li, Jiangxu – Journal of Science Education and Technology, 2022
This study aims to explore the impact of an augmented reality (AR) scientific inquiry tool based on a brain-computer interface (BCI) on students' scientific performance, flow experience, self-efficacy, and cognitive load of primary school students. The BCI-based AR inquiring tool provides real-time attention feedback to students' activities in an…
Descriptors: Elementary School Students, Elementary School Science, Science Instruction, Computer Simulation
Yang, Junfeng, Ed.; Liu, Dejian, Ed.; Kinshuk, Ed.; Tlili, Ahmed, Ed.; Chang, Maiga, Ed.; Popescu, Elvira, Ed.; Burgos, Daniel, Ed.; Altinay, Zehra, Ed. – Lecture Notes in Educational Technology, 2022
This book provides an archival forum for researchers, academics, practitioners, and industry professionals interested and/or engaged in the reform of the ways of teaching and learning through advancing current learning environments towards smart learning environments. It facilitates opportunities for discussions and constructive dialogue among…
Descriptors: Educational Technology, Audio Equipment, Information Dissemination, Synchronous Communication
Pellas, Nikolaos – Journal of Computer Assisted Learning, 2023
Background: Owing to the exponential growth of three-dimensional (3D) environments amongst researchers and educators to create simulation games (SGs) in primary education, there is a growing interest to examine their potential support in computer science courses instead of visual programming environments. Objectives: This study explores the…
Descriptors: Computation, Thinking Skills, Programming, Skill Development
Moore, Christina C.; Hubbard, Julie; Morrow, Michael T.; Barhight, Lydia R.; Lines, Meghan M.; Sallee, Meghann; Hyde, Christopher T. – Merrill-Palmer Quarterly: Journal of Developmental Psychology, 2019
The goal of the present study was to test the hypothesis that, when children respond to peer provocation assertively, their physiology at that moment will be marked by high levels of respiratory sinus arrhythmia (RSA). Participants were 35 European American (66%), African American (27%), Latino American (3%), and mixed race/ethnicity (3%) children…
Descriptors: Peer Relationship, Physiology, Bullying, Computer Simulation
Hameed, Paiker Fatima Mazhar – TESOL International Journal, 2020
Three-dimensional virtual (3D) environments provide EFL students with a rich and dynamic multimodal understanding of vocabulary. This study aims to explore implementing a 3D vocabulary learning strategy for young students on EFL vocabulary. The relationship between two facets of learning -- autonomy and collaboration -- has been studied in…
Descriptors: Student Centered Learning, Vocabulary Development, Second Language Learning, Second Language Instruction
Pratt, Amy S.; Anaya, Jissel B.; Ramos, Michelle N.; Pham, Giang; Muñoz, Miriam; Bedore, Lisa M.; Peña, Elizabeth D. – Language, Speech, and Hearing Services in Schools, 2022
Purpose: Our proof-of-concept study tested the feasibility of virtual testing using child assessments that were originally validated for in-person testing only. Method: Ten adult-child dyads were assigned to complete both in-person and virtual tests of language, cognition, and narratives. Child participants fell between the ages of 4 and 8 years;…
Descriptors: Evaluation Methods, Language Tests, Intelligence Tests, Narration
Tang, Shifang; Tong, Fuhui; Lara-Alecio, Rafael; Irby, Beverly J. – International Journal of Bilingual Education and Bilingualism, 2022
Via a multi-domain, multi-response classroom observation instrument, we observed and analyzed treatment and control teachers' pedagogical differences when applying cooperative, collaborative, and peer-tutoring (CCP) strategies in Grade 1 bilingual classrooms with English learners (ELs). We found that with the support of ongoing, structured, and…
Descriptors: Bilingual Teachers, Peer Teaching, English (Second Language), Second Language Learning
Hsieh, Chia-Yen; Chen, Tim – Journal of Educational Computing Research, 2019
The main purpose of this study is to analyze the effects of using Pokémon GO for 10 weeks on the cognitive performance (memory, selective attention, concentration, and creative imagination) and emotional intelligence (well-being, self-control, emotionality, and sociability) of Taiwanese primary students in the fifth and sixth grade. A mixed…
Descriptors: Elementary School Students, Grade 5, Grade 6, Physical Activities
Chou, Chin-Cheng – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Elementary school remedial teaching has been promoted for many years in Taiwan but it has primarily been aimed at Chinese and mathematics with little attention being paid to natural sciences. Due to the current shortage of natural science teachers, along with limitations in school budget and manpower, it is difficult to put natural science…
Descriptors: Foreign Countries, Computer Simulation, Video Technology, Audience Response Systems
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