Using three-dimensional geospatial technology in primary school: students’ achievements, spatial thinking skills, cognitive load levels, experiences and teachers’ opinions

Author(s):  
Tuba Koc ◽  
Fatma Burcu Topu
Author(s):  
Soh Hon Mun ◽  
Abdul Halim Abdullah ◽  
Mahani Mokhtar ◽  
Dayana Farzeeha Ali ◽  
Nurul Farhana Jumaat ◽  
...  

Digital smart board is one of interactive technology tools which has been used widely in schools to facilitate teaching and learning. Empirical evidence shows that digital smart board allows students to construct their knowledge while mastering more advanced thinking skills. Thus integration of digital smart board facilitates active learning, which is fundamental to mastery of skills. Active learning using smart board program is a program which integrates smart board in Data Handling so that primary school students can learn Data Handling concept actively and meaningfully. Therefore, this study was conducted to identify the effectiveness of active learning using smart board program to enhance primary school students’ learning. Five experts in teaching Mathematics Education and thirty year five students were involved in this study. The students were selected based on purposive sampling. This study used both quantitative and qualitative research approach. A set of interview protocol and a set of questionnaire were used during the data collection phase. Findings from the questionnaire were analysed based on descriptive and inferential statistics by using Winsteps Version 3.72.3. In addition, thematic analysis was used to analyse the qualitative data. Findings from the study indicate that active learning using smart board program has the attributes which can effectively enhance primary school students’ learning. It is hoped that the results from this study can contribute towards development of active learning strategies, methods or activities using smart board in order to enhance primary students’ learning in school.


Author(s):  
George Koutromanos

This chapter investigates primary school students' perceptions regarding the use of games on mobile devices (i.e., smartphone, tablet) in classroom environment for teaching purposes. Data was collected from 10,381 students (Grades 4, 5, and 6) using a survey questionnaire. A series of semi-structured interviews were used to more deeply understand student perceptions. Those perceptions tended to range from neutral to positive regarding the use of games and their content. Students prefer games that enhance their knowledge and develop their thinking skills. They also believe lessons will be more enjoyable and interesting through the use of games, and learning will be easier and more effective. The results showed differences in students' perceptions in terms of their gender and grade level. Implications of this study and further research are discussed.


2020 ◽  
Vol 9 (3) ◽  
pp. 20
Author(s):  
Abdulnaser A. Fakhrou ◽  
Sara A. Ghareeb

The present study aimed to explore the effectiveness of a proposed program titled (creativity lamp) in improving students’ thinking skills and academic achievement and promoting creativity among them in Kuwait. This program involves several enrichment activities. The experimental group consists from 26 students. The control group consists from 25 students. Those students were randomly selected from a school named Al-Ma’moun Primary School. The proposed program is based on extracurricular activities. The teacher was trained about the way of implementing the program. The program was implemented throughout the semester. Through using the Torrance test of creative thinking-figural, it was found that the proposed program has a statistically significant impact –at the statistical significance of (a=0.001)- on the students’ academic achievement and creativity. The researchers recommend adding enrichment activities to the curricula of primary school students in Kuwait.


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