NotesFAQContact Us
Collection
Advanced
Search Tips
Audience
Laws, Policies, & Programs
What Works Clearinghouse Rating
Showing 1 to 15 of 18 results Save | Export
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Gloria Concepcion Tenorio-Sepulveda; Katherine del Pilar Muñoz-Ortiz; Maria Soledad Ramirez-Montoya – Journal of Social Studies Education Research, 2025
Computational thinking (CT) is an indispensable higher-order competency in our complex, digitalized era; its development in students can be an effective tool for societal problem-solving. This research aimed to use an escape room to develop students' computational thinking using challenges oriented toward Sustainable Development Goal (SDG) 7 of…
Descriptors: Computation, Thinking Skills, Problem Solving, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Kaimara, Polyxeni; Fokides, Emmanuel; Oikonomou, Andreas; Deliyannis, Ioannis – Education and Information Technologies, 2022
Digital educational games (DEGs) constitute an effective teaching approach, particularly when they are used in combination with collaborative learning scenarios. However, when changes are made in the teaching and learning process, teachers are responsible to apply and realize them in practice. Therefore, it is vital to understand their views and…
Descriptors: Teaching Methods, Educational Technology, Computer Games, Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
Arini, Rhea L.; Wiggs, Luci; Kenward, Ben – Developmental Psychology, 2021
Although children enact third-party punishment, at least in response to harm and fairness violations, much remains unknown about this behavior. We investigated the tendency to make the punishment fit the crime in terms of moral domain; developmental patterns across moral domains; the effects of audience and descriptive norm violations; and…
Descriptors: Punishment, Ethics, Moral Values, Audiences
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Fernández-Batanero, José María; Piñero-Virué, Rocío; Rodríguez-González, César Antonio; Reyes-Rebollo, Miguel María – European Journal of Educational Research, 2022
In this study we focus our research on the case analysis of an eleven-year-old boy and his close relationship with technology, specifically robotics. The methodology of the study is experimental in nature, with the aim of improving the subject's attention span through robotics, thereby favouring his educational process and, consequently, his…
Descriptors: Case Studies, Robotics, Student Attitudes, Age Differences
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Namli, Sevinç; Demir, Gönül Tekkursun – Turkish Online Journal of Educational Technology - TOJET, 2020
The fact that the passion for digital gaming, which brings a sedentary lifestyle, replaces traditional games requiring exercise and physical education also has a negative impact on the health of children and adolescents. In this study, it was aimed to examine and evaluate high school students' attitudes towards digital gaming and sports by certain…
Descriptors: Athletics, Computer Games, Correlation, High School Students
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Navarro-Martinez, Oscar; Peña-Acuña, Beatriz – Journal of New Approaches in Educational Research, 2022
In the last two decades, the great technological advances sweeping society have made inroads into the educational sphere. The use of information and communication technology and social networks has opened up new possibilities for student learning, which require appropriate treatment by family and teachers. This quantitative study takes a new…
Descriptors: Information Technology, Social Networks, Correlation, Academic Achievement
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Anisimova, Ellina Sergeevna – Journal of Social Studies Education Research, 2020
The basics of digital literacy begin to form at an early age, and as they grow older, digital literacy must continue to evolve, adapting to the rapidly changing digital world. The first (both in importance and in time) after the family cognitive social institution for most people is the educational system, or rather, the system of preschool…
Descriptors: Technological Literacy, Preschool Teachers, Futures (of Society), Preservice Teachers
Peer reviewed Peer reviewed
Direct linkDirect link
Pratama, Ahmad R.; Scarlatos, Lori L. – Journal of Educational Technology Systems, 2020
This article offers insights into the ownership and use of mobile devices (smartphones and tablets) among Indonesian middle and high school students. The study is based on primary data collected from a survey of 1,157 students at two middle schools and two high schools from two different regions in Indonesia. Data analysis includes multiple…
Descriptors: Foreign Countries, Adolescents, Ownership, Computer Use
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Yürük, Nurcihan – Journal of Language and Linguistic Studies, 2020
Pronunciation is one of the main problems in language teaching and learning and it gets little attention. Most of students underestimate the importance of pronunciation considering that pronunciation is less important than other aspects of language. Many researchers investigated the weakness of pronunciation among students in all stages. However,…
Descriptors: Skill Development, Pronunciation Instruction, Computer Software, Pretests Posttests
Al-Jarf, Reima – Online Submission, 2021
This study investigates the differential effects of the iPad on first and second language learning by Saudi children in the home environment. The subjects consisted of 78 parents and 118 children. The children were grouped into: 1-6 years old (young children in kindergarten and pre-school); 7- 9 years (grades 1-3); and 10-12 years (grades 4-6).…
Descriptors: Second Language Learning, Second Language Instruction, Handheld Devices, Foreign Countries
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Peng, Li-Wei; Lee, Cheun-Yeong – Excellence in Education Journal, 2020
The research partnership among university faculty, information technology graduate students, and science content experts from school districts developed the Web-based two-dimensional and three-dimensional virtual reality science games. The games were implemented to engage middle school students in learning, retaining, and applying newly acquired…
Descriptors: Educational Research, College Faculty, Graduate Students, Information Technology
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Deveci, I.; Onder, I. – Science Education International, 2015
The purpose of the present study was to investigate the views of the students on homework assignments for science courses. Survey method was adopted for this study. The sample for the study was composed of 1584 seventh and eighth grade students from middle schools. The views of the students regarding homework assignments for science and technology…
Descriptors: Middle School Students, Student Attitudes, Homework, Assignments
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Lampridis, Efthymios – Universal Journal of Educational Research, 2015
The present study investigates stereotypical beliefs about cyber bullying in terms of myths, a well applied concept in the study of beliefs concerning sexual aggression. The level of acceptance of cyber bullying myths (low vs. high) and the relation of myth acceptance to a number of demographic variables such as gender, field of studies, frequency…
Descriptors: Stereotypes, Internet, Bullying, Beliefs
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Musa, Sajid; Ziatdinov, Rushan; Sozcu, Omer Faruk; Griffiths, Carol – European Journal of Contemporary Education, 2015
Computer animation in the past decade has become one of the most noticeable features of technology-based learning environments. By its definition, it refers to simulated motion pictures showing movement of drawn objects, and is often defined as the art in movement. Its educational application known as educational computer animation is considered…
Descriptors: Animation, Personality Traits, Computer Graphics, Interdisciplinary Approach
Lomas, Derek; Ching, Dixie; Stampfer, Eliane; Sandoval, Melanie; Koedinger, Ken – Society for Research on Educational Effectiveness, 2011
Given the strong relationship between number line estimation accuracy and math achievement, might a computer-based number line game help improve math achievement? In one study by Rittle-Johnson, Siegler and Alibali (2001), a simple digital game called "Catch the Monster" provided practice in estimating the location of decimals on a…
Descriptors: Numeracy, Mathematical Concepts, Mathematics Instruction, Arithmetic
Previous Page | Next Page »
Pages: 1  |  2