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Arif Rachmatullah; Nonye Alozie; Hui Yang – International Journal of Science Education, 2024
The current study explores the connection and affordances of talk and gesture in collaborative science problem-solving activities using an emerging analytical approach. A total of 15 three to five-member groups of middle school students participated in a set of clinical collaborative science problem-solving activities. Six groups (three low- and…
Descriptors: Middle School Students, Science Education, Language Usage, Nonverbal Communication
Secil Alniak-Daye; Feral Ogan-Bekiroglu – Science Insights Education Frontiers, 2025
The aim of this study was to examine the effects of STEM activities on students' attitudes towards STEM and problem-solving skills by taking their components into account. An experimental design with pretest-posttest control group was applied in the study. Quantitative and qualitative data collection tools were used. The participants of the study…
Descriptors: STEM Education, Science Activities, Physics, Student Attitudes
Miller-Cotto, Dana; Booth, Julie L.; Newcombe, Nora S. – Applied Cognitive Psychology, 2022
Both sketching and self-explanation are widely believed to be effective for problem-solving in science learning. However, it is unclear which aspects of these strategies promote learning and how they might interact. Compared to a read-only baseline, we examined the impact of instructing 11-year-old students to solve science problems to sketch,…
Descriptors: Freehand Drawing, Cognitive Processes, Middle School Students, Science Education
Liu, Min; Cai, Ying; Han, Songhee; Shao, Peixia – Journal of Learning Analytics, 2022
Research on learning analytics (LA) has focused mostly at the university level. LA research in the K-12 setting is needed. This study aimed to understand 4,115 middle school students' learning paths based on their behavioural patterns and the relationship with performance levels when they used a digital learning game as their science curriculum.…
Descriptors: Learning Analytics, Navigation, Game Based Learning, Middle School Students
Jiyoon Yoon; Jae Hyeon Ryu – International Journal of Research in Education and Science, 2025
The iDrone Online Camp aims to enhance middle and high school students' engagement in STEM fields through hands-on experiences with drone technology. By immersing participants in project-based learning activities, competitions, and discussions on FAA part 107 regulations, the camp seeks to cultivate critical thinking, problem-solving skills, and…
Descriptors: Middle School Students, High School Students, STEM Education, STEM Careers
Hsu, Mei-En; Cheng, Meng-Tzu – British Journal of Educational Technology, 2021
Games have been regarded as a potential vehicle for enhancing student learning. Previous studies mainly focused on learning outcomes; however, the learning processes and dynamic in-game behaviours of students who are immersed in a game context are relatively undiscovered. The purposes of this study were to develop an educational game, "Bio…
Descriptors: Game Based Learning, Middle School Students, Grade 7, Educational Games
Kelly Boden; Eric Kuo; Timothy J. Nokes-Malach; Tanner Wallace; Muhsin Menekse – Journal of Educational Research, 2023
Self-efficacy and achievement goals represent two extensively researched motivational factors in education and have been related to numerous academic outcomes. However, little is known about how they relate to different types of problem-solving. Furthermore, while prior work has found these motivational factors are related, less work has examined…
Descriptors: Self Efficacy, Predictor Variables, Academic Achievement, Goal Orientation
Qing Guo; Junwen Zhen; Fenglin Wu; Yanting He; Cuilan Qiao – Journal of Educational Computing Research, 2025
The rapid development of large language models (LLMs) presented opportunities for the transformation of science and STEM education. Research on LLMs was in the exploratory phase, characterized by discussions and observations rather than empirical investigations. This study presented a framework for incorporating LLMs into Science and Engineering…
Descriptors: STEM Education, Computational Linguistics, Teaching Methods, Educational Change
Aranda, Maurina L.; Lie, Richard; Selcen Guzey, S. – International Journal of Technology and Design Education, 2020
Recent education reforms highlight the importance of engineering design as a tool to improve student science learning in this new view of K-12 science education. However, little research has investigated the thought processes students use while engaging in the highly complex activity of design. Therefore, building on theories of productive…
Descriptors: Middle School Students, Science Education, Productive Thinking, Grade 6
Hyo-Jeong So; Matthew Gaydos – Pedagogies: An International Journal, 2024
As digital games become more integrated into education, striking a balance between technology and pedagogy is essential. This study investigates digital games as contexts for problem-based learning (PBL) to actively involve students in problem-solving in a Korean middle school. This study examined two cases (Social Studies and Science) where…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Problem Based Learning
Kuan-Fu Chen; Gwo-Jen Hwang; Mei-Rong Alice Chen – Educational Technology Research and Development, 2024
Laboratory courses can help students learn in a meaningful way. In the past, students encountered difficulties in chemistry laboratory courses due to limited access to equipment and space for practicing experimental operations. In recent years, virtual laboratories have allowed students to repeatedly practice in order to achieve their experimental…
Descriptors: Concept Mapping, Virtual Classrooms, Laboratories, Student Behavior
Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
Kang, Jina; An, Dongwook; Yan, Lili; Liu, Min – International Educational Data Mining Society, 2019
Collaborative problem-solving (CPS) as a key competency required in the 21st century. There has been an increasing need to understand CPS since it involves not only cognitive but also social processes, and thus its process is difficult to examine. Recent research has highlighted that computer-based learning environments provide an opportunity for…
Descriptors: Cooperative Learning, Problem Solving, Science Education, Educational Games
Magana, Alejandra J.; Elluri, Sindhura; Dasgupta, Chandan; Seah, Ying Ying; Madamanchi, Aasakiran; Boutin, Mireille – Journal of Science Education and Technology, 2019
In science and engineering education, the use of heuristics has been introduced as a way of understanding the world, and as a way to approach problem-solving and design. However, important consequences for the use of heuristics are that they do not always guarantee a correct solution. Learning by Design has been identified as a pedagogical…
Descriptors: Role, Computer Simulation, Learning Experience, Middle School Students
Gilchrist, Pamela O.; Alexander, Alonzo B.; Green, Adrian J.; Sanders, Frieda E.; Hooker, Ashley Q.; Reif, David M. – Education Sciences, 2021
Computational thinking is an essential skill in the modern global workforce. The current public health crisis has highlighted the need for students and educators to have a deeper understanding of epidemiology. While existing STEM curricula has addressed these topics in the past, current events present an opportunity for new curricula that can be…
Descriptors: Science Education, Science Curriculum, STEM Education, Informal Education

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