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Showing 1 to 15 of 19 results Save | Export
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Ting-Chia Hsu; Ching Chang; Tien-Hsiu Jen – Interactive Learning Environments, 2024
Young learners' vocabulary learning needs interaction with language input when they are engaged in an activity. Given that AI-supported image recognition technologies offer hands-on learning in authentic contexts, and that self-regulated learning (SRL) enables learners to monitor and evaluate their learning when interacting with multi-sensory…
Descriptors: Metacognition, Multisensory Learning, Vocabulary Development, Learning Strategies
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Cook, Michael; Ross, Steven M. – Center for Research and Reform in Education, 2022
The purpose of this evaluation was to examine the impact of i-Ready Personalized Instruction that met Curriculum Associates' recommended usage levels on mathematics achievement, as measured by the Massachusetts Comprehensive Assessment System (MCAS) mathematics assessment. This study compared mathematics achievement growth of students who used…
Descriptors: Mathematics Achievement, Mathematics Instruction, Program Evaluation, Individualized Instruction
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Rachels, Jason R.; Rockinson-Szapkiw, Amanda J. – Computer Assisted Language Learning, 2018
A quasi-experimental, pretest-posttest, non-equivalent control group design was used to examine the effect of a mobile gamification application on third and fourth grade students' Spanish language achievement and student academic self-efficacy. In this study, the treatment group's Spanish language instruction was through the use of…
Descriptors: Second Language Learning, Second Language Instruction, Spanish, Telecommunications
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Madden, Nancy A.; Slavin, Robert E. – Reading & Writing Quarterly, 2017
This article reports on 2 experiments in inner-city Baltimore evaluating a computer-assisted tutoring approach, Tutoring With Alphie (TWA), in which 1 paraprofessional can work with up to 6 children at a time. In Study 1, we randomly assigned 14 schools to receive TWA or to continue with whatever approaches they were currently using. Each…
Descriptors: Computer Assisted Instruction, Educational Technology, Tutoring, Randomized Controlled Trials
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Shannon, Lisa Cassidy; Styers, Mary Koenig; Wilkerson, Stephanie Baird; Peery, Elizabeth – Computers in the Schools, 2015
This study evaluated the efficacy of Accelerated Reader, a computer-based learning program, at improving student reading. Accelerated Reader is a progress-monitoring, assessment, and practice tool that supports classroom instruction and guides independent reading. Researchers used a randomized controlled trial to evaluate the program with 344…
Descriptors: Computer Assisted Instruction, Reading Instruction, Elementary School Students, Instructional Effectiveness
Martin, Corey; Elfreth, Jaime; Feng, Jay – Online Submission, 2014
This research study examined two intervention programs, Read Naturally (computer-assisted) and The Six-Minute Solution (teacher-guided), for the purpose of finding their effects on reading fluency with 3rd grade students at an elementary school. The participants were from two separate third grade classrooms, randomly assigned to one of the two…
Descriptors: Reading Programs, Intervention, Computer Assisted Instruction, Conventional Instruction
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Fenty, Nicole; Mulcahy, Candace; Washburn, Erin – Learning Disabilities: A Contemporary Journal, 2015
A quasi-experimental pretest/posttest group design was used to determine whether computer-assisted fluency instruction is as effective as print-based, teacher-led fluency instruction in improving fluency, vocabulary, and comprehension skills in third grade students experiencing delayed fluency development. Fifty participants were randomly assigned…
Descriptors: Reading Instruction, Reading Failure, Reading Fluency, Computer Assisted Instruction
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Beserra, Vagner; Nussbaum, Miguel; Zeni, Ricardo; Rodriguez, Werner; Wurman, Gabriel – Educational Technology & Society, 2014
Studies show the positive effects that video games can have on student performance and attitude towards learning. In the past few years, strategies have been generated to optimize the use of technological resources with the aim of facilitating widespread adoption of technology in the classroom. Given its low acquisition and maintenance costs, the…
Descriptors: Video Games, Mathematics Instruction, Arithmetic, Computer Assisted Instruction
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Dinet, Jerome; Vivian, Robin – British Journal of Educational Technology, 2012
Two experiments aim at describing the impact of friendship during a synchronous collaborative information retrieval (SCIR) with young pupils (recruited in Grade 3). In the first study, 68 pupils were asked to look for 13 answers in one of the three following conditions: on an individual basis (condition "Single"), as part of a designed duo with…
Descriptors: Friendship, Grade 3, Information Retrieval, Peer Relationship
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James, Laurie – Teaching English with Technology, 2014
The intention of this study was to establish if the third grade English Language Learners improved reading fluency when using the computerized Waterford Early Reading Program. This quantitative study determined the effectiveness of the Waterford Early Reading Program at two Title I elementary schools. Students not meeting Grade Level Expectations…
Descriptors: Computer Assisted Instruction, Reading Instruction, Reading Programs, English Language Learners
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Kang, Helen W.; Zentall, Sydney S. – Educational Technology Research and Development, 2011
This study hypothesized that increased intensity of graphic information, presented in computer-generated instruction, could be differentially beneficial for students with hyperactivity and inattention by improving their ability to sustain attention and hold information in-mind. To this purpose, 18 2nd-4th grade students, recruited from general…
Descriptors: Hyperactivity, Geometric Concepts, Geometry, Special Needs Students
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Nogry, S.; Jean-Daubias, S.; Guin, N. – Interactive Learning Environments, 2012
This article deals with evaluating an interactive learning environment (ILE) during the iterative-design process. Various aspects of the system must be assessed and a number of evaluation methods are available. In designing the ILE Ambre-add, several techniques were combined to test and refine the system. In particular, we point out the merits of…
Descriptors: Foreign Countries, Educational Technology, Elementary School Students, Mathematics Instruction
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Schaaf, Ryan – Canadian Journal of Action Research, 2012
Digital Game-Based Learning (DGBL) activities were examined in comparison with effective, research-based learning strategies to observe any difference in student engagement and time-on task behavior. Experimental and control groups were randomly selected amongst the intermediate elementary school students ages 8 to 10 years old. Student…
Descriptors: Learner Engagement, Educational Strategies, Control Groups, Elementary School Students
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Yien, Jui-Mei; Hung, Chun-Ming; Hwang, Gwo-Jen; Lin, Yueh-Chiao – Turkish Online Journal of Educational Technology - TOJET, 2011
The aim of this study was to explore the influence of applying a game-based learning approach to nutrition education. The quasi-experimental nonequivalent-control group design was adopted in a four-week learning activity. The participants included sixty-six third graders in two classes of an elementary school. One of the classes was assigned to be…
Descriptors: Foreign Countries, Academic Achievement, Grade 3, Nutrition Instruction
Serrell, Karen K. – ProQuest LLC, 2009
The children's taunt "Finders Keepers, Losers Weepers" gives new credence to the information search process at the elementary school level. Children keep what they find, claim it as their own, and accept information without discernment or critique. This study examines the effectiveness of teaching information literacy skills through…
Descriptors: Constructivism (Learning), Methods Research, Research Methodology, Student Interests
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