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Amanda Wrenn Brown – ProQuest LLC, 2021
The purpose of this action research was to evaluate the impact of technology integrated gamification strategies on third-grade students' engagement in an art classroom at an elementary school with a Science, Technology, Engineering, Art, and Math (STEAM) based curriculum. To increase student engagement, educators and evaluators not only need to…
Descriptors: Gamification, Learner Engagement, Grade 3, STEM Education
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Javorsky, Kristin H. – Afterschool Matters, 2019
This article describes how a federally funded afterschool program serving an elementary-age population in a rural southern community used the creative affordances of Minecraft and a creative youth development (CYD) framework to support the local school district's character education program, The Leader in Me (LiM). On receipt of a 21st Century…
Descriptors: After School Programs, Elementary School Students, Rural Areas, Educational Technology
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Tsai, Pei-Shan; Tsai, Chin-Chung; Hwang, Gwo-Haur – Interactive Learning Environments, 2016
The purpose of this study was to explore the effects of the context-aware ubiquitous learning (u-learning) approach versus traditional instruction on students' ability to answer questions that required different cognitive skills, using the framework of Bloom's taxonomy of educational objectives, including knowledge, comprehension, application,…
Descriptors: Teaching Methods, Outcomes of Education, Cognitive Ability, Foreign Countries
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Sorensen, Lucy C. – Educational Administration Quarterly, 2019
Purpose: In an era of unprecedented student measurement and emphasis on data-driven educational decision making, the full potential for using data to target resources to students has yet to be realized. This study explores the utility of machine-learning techniques with large-scale administrative data to identify student dropout risk. Research…
Descriptors: At Risk Students, Dropouts, Data Collection, Data Analysis
Botello, Jennifer A. – ProQuest LLC, 2014
With increased dependence on computer-based standardized tests to assess academic achievement, technological literacy has become an essential skill. Yet, because students have unequal access to technology, they may not have equal opportunities to perform well on these computer-based tests. The researcher had observed students taking the STAR…
Descriptors: Lighting, Computers, Computer Assisted Testing, Performance
Minahan, Jessica – Harvard Education Press, 2014
Since its publication in 2012, "The Behavior Code: A Practical Guide to Understanding and Teaching the Most Challenging Students" has helped countless classroom teachers, special educators, and others implement an effective, new approach to teaching focused on skill-building, practical interventions, and purposeful, positive interactions…
Descriptors: Student Behavior, Behavior Problems, Intervention, Anxiety Disorders
Sprague, Jeffrey; Pennefather, Jordan; Marquez, Jessie; Yeaton, Pamela; Marquez, Brion – Society for Research on Educational Effectiveness, 2011
This session will describe the social validity, usability and intent to use of an interactive, state-of-the-art, professional development program based on the Response to Intervention (RtI) approach and its core components (e.g., problem-solving strategy; three tiers of intervention service delivery with universal, selected and intensive…
Descriptors: Validity, Elementary School Teachers, Intention, Usability