Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 3 |
Descriptor
Author
Dai, Jianmin | 2 |
McCarthy, Kathryn S. | 2 |
McNamara, Danielle S. | 2 |
Watanabe, Micah | 2 |
Acuff, Samuel | 1 |
Hu, Xiangen | 1 |
Neely, Daniel | 1 |
Sullins, Jeremiah | 1 |
Publication Type
Reports - Research | 3 |
Journal Articles | 2 |
Education Level
High Schools | 2 |
Secondary Education | 2 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
Gates MacGinitie Reading Tests | 3 |
Motivated Strategies for… | 1 |
What Works Clearinghouse Rating
Sullins, Jeremiah; Acuff, Samuel; Neely, Daniel; Hu, Xiangen – Journal of Educational Multimedia and Hypermedia, 2018
Is it possible to teach a learner to become a better question asker in as little as 25 minutes? Given that many teachers and school districts do not have the resources to provide individualized question training to students, the current study sought to explore the benefits of using animated pedagogical agents to teach question-asking skills in a…
Descriptors: Prior Learning, Questioning Techniques, Training, Intelligent Tutoring Systems
McCarthy, Kathryn S.; Watanabe, Micah; Dai, Jianmin; McNamara, Danielle S. – Journal of Research on Technology in Education, 2020
Computer-based learning environments (CBLEs) provide unprecedented opportunities for personalized learning at scale. One such system, iSTART (Interactive Strategy Training for Active Reading and Thinking) is an adaptive, game-based tutoring system for reading comprehension. This paper describes how efforts to increase personalized learning have…
Descriptors: Game Based Learning, Reading Comprehension, High School Students, Educational Technology
McCarthy, Kathryn S.; Watanabe, Micah; Dai, Jianmin; McNamara, Danielle S. – Grantee Submission, 2020
Computer-based learning environments (CBLEs) provide unprecedented opportunities for personalized learning at scale. One such system, iSTART (Interactive Strategy Training for Active Reading and Thinking) is an adaptive, game-based tutoring system for reading comprehension. This paper describes how efforts to increase personalized learning have…
Descriptors: Game Based Learning, Reading Comprehension, High School Students, Educational Technology