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Tipton, Elizabeth; Olsen, Robert B. – National Center for Education Evaluation and Regional Assistance, 2022
This guide will help researchers design and implement impact studies in education so that the findings are more generalizable to the study's target population. Guidance is provided on key steps that researchers can take, including defining the target population, selecting a sample of schools--and replacement schools, when needed--managing school…
Descriptors: Outcome Measures, Evaluators, Educational Researchers, Educational Research
Zacamy, Jenna; Roschelle, Jeremy – Digital Promise, 2022
Digital learning platforms (DLPs) are beginning to become open to research. Specifically, in our work in SEERNet, developers are extending five platforms, each used in either K-12 or higher education by more than 100,000 users, to enable third-party researchers to explore, develop, and test improvements. SEERNet seeks to enable equity-relevant…
Descriptors: Integrated Learning Systems, Kindergarten, Elementary Secondary Education, Higher Education
Cheung, Alan; Slavin, Robert – Society for Research on Educational Effectiveness, 2016
As evidence-based reform becomes increasingly important in educational policy, it is becoming essential to understand how research design might contribute to reported effect sizes in experiments evaluating educational programs. The purpose of this study was to examine how methodological features such as types of publication, sample sizes, and…
Descriptors: Effect Size, Evidence Based Practice, Educational Change, Educational Policy
Bienkowski, Marie; Gerard, Sarah Nixon; Rubin, Shawn; Sanford, Cathy; Borrelli-Murray, Dana; Driscoll, Tom; Arora, Jessie; Hruska, Mike; Beck, Katie; Murray, Thomas; Hoekstra, Jason; Gannes, Stuart; Metz, Edward; Midgley, Steve; Castilla, Stephanie; Tomassini, Jason; Madda, Mary Jo; Chase, Zac; Martin, Erik; Noel, Marcus; Styles, Kathleen – Office of Educational Technology, US Department of Education, 2015
Opportunities abound for software designers and developers to create impactful tools for teachers, school leaders, students, and their families. This guide for developers, startups, and entrepreneurs addresses key questions about the education ecosystem and highlights critical needs and opportunities to develop digital tools and apps for learning.…
Descriptors: Computer Software, Design, Technology Uses in Education, Educational Technology
Connolly, Thomas M.; Stansfield, Mark; Hainey, Thomas – Computers & Education, 2011
Over the last decade, Alternate Reality Games (ARGs), a form of narrative often involving multiple media and gaming elements to tell a story that might be affected by participants' actions, have been used in the marketing and promotion of a number of entertainment related products such as films, computer games and music. This paper discusses the…
Descriptors: Foreign Countries, Research Design, Student Attitudes, Learning Activities
Eow, Yee Leng; Ali, Wan Zah bte Wan; Mahmud, Rosnaini bt.; Baki, Roselan – Computers & Education, 2010
Creativity is an important entity in developing human capital while computer games are the current generation's contemporary tool. This study focused on the teaching of computer games development in order to enhance the creative perception of secondary school children. The study applied randomised subjects, with control group experimental design,…
Descriptors: Control Groups, Research Design, Human Capital, Computer Assisted Instruction
Bottino, R. M.; Ferlino, L.; Ott, M.; Tavella, M. – Computers & Education, 2007
The paper reports a small-scale, long-term pilot project designed to foster strategic and reasoning abilities in young primary school pupils by engaging them in a number of computer games, mainly those usually called mind games (brainteasers, puzzlers, etc.). In this paper, the objectives, work methodology, experimental setting, and tools used in…
Descriptors: Computers, Cognitive Processes, Pilot Projects, Thinking Skills
McKenney, Susan – Computers & Education, 2008
CASCADE-SEA stands for computer supported curriculum analysis, design and evaluation for science education in Africa. It is the name of a computer program designed to help secondary level science teachers in southern Africa create exemplary paper-based lesson materials. Research conducted alongside the design and development of the CASCADE-SEA…
Descriptors: Curriculum Development, Instructional Design, Foreign Countries, Science Education
Harskamp, E.; Suhre, C. – Computers & Education, 2007
This paper evaluates the effectiveness of a student controlled computer program for high school mathematics based on instruction principles derived from Schoenfeld's theory of problem solving. The computer program allows students to choose problems and to make use of hints during different episodes of solving problems. Crucial episodes are:…
Descriptors: Program Effectiveness, Learner Controlled Instruction, Research Design, Computer Software