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Sherron McLennon – ProQuest LLC, 2020
Educational software can increase cognitive load and reduce learning in the K-12 classroom. The purpose of this quantitative quasi-experimental study was to compare the pretest/posttest changes in critical thinking skills and cognitive load in fourth-grade students after using multimedia software based on whether the design of the software product…
Descriptors: Computer Software, Cognitive Processes, Difficulty Level, Critical Thinking
Teena L. Martin – ProQuest LLC, 2024
This study investigated the understudied area of virtual reality (VR) creation among elementary-aged youth, exploring their engagement in VR creation and the ways in which educators can facilitate this creative process. Using an embedded case study, the researcher examined how the youth visualize writing using the VR creation tool, CoSpaces. To…
Descriptors: Computer Simulation, Elementary School Students, Grade 3, Grade 4
Laurie A. Coker – ProQuest LLC, 2022
This developmental research aims to: (1) examine the developmental processes of the application called MagicSpells, a haptically-enhanced, digital, vocabulary acquisition application design for learners with dyslexia, (2) investigate the structure and design of the application, and (3) analyze the results of the reviews and usability tests…
Descriptors: Educational Technology, Computer Software, Vocabulary Development, Dyslexia
Shirin Hashim – ProQuest LLC, 2024
This dissertation consists of three papers. In each paper, I leverage a different quantitative method to study a downstream effect of technology on educational outcomes. In the first paper, I study the impact of an online math learning program on 3rd through 5th grade math achievement in Louisiana. Employing Zearn Math usage metrics and…
Descriptors: Technology Uses in Education, Influence of Technology, Electronic Learning, Elementary School Mathematics
Elnaz Sarabchian – ProQuest LLC, 2021
Quasi-experimental research was conducted to examine the effect of game-based student response systems (GBSRS) on student achievement and self-efficacy in languages other than English (LOTE). The research employed a pretest-posttest, non-equivalent control group design in which 170 third and fourth-grade students participated in a 12-session…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
Sonia Renee Alvarado – ProQuest LLC, 2022
The purpose of this design-based research study was to provide a holistic perspective on the pedagogical and contextual factors of interactive mobile technology on English learners and investigate the theoretical potential of audio-video software interventions for second language acquisition. Specifically, the study explored current virtual…
Descriptors: Electronic Learning, Handheld Devices, Holistic Approach, Interaction
Geer, Brandon Terrell – ProQuest LLC, 2014
Success Maker is an educational software that differentiates and personalizes K-8 reading and math. Limited research has been conducted on the impact of Success Maker on Grade 4 math state tests. At the research site, located in southeastern United States, 33.7% of fourth grade students did not pass the Palmetto Assessment of State Standards…
Descriptors: Computer Software, Grade 4, Mathematics, Mathematics Tests
Myers, Brenda Gail – ProQuest LLC, 2016
Using a quantitative ex post facto causal comparative research design, this study analyzed the effects of the Academy of Reading software program on students' reading achievement. Tennessee Comprehensive Assessment Program (TCAP) reading scale scores of students in the fourth, fifth, and sixth grades from 2013-2014 were utilized in this study. The…
Descriptors: Middle School Students, Reading Programs, Reading Instruction, Reading Achievement
Young, Janice L. – ProQuest LLC, 2014
The purpose of the study was to test the theoretical perspective that related Classworks (2008) technology to reading achievement of fourth grade students to determine if a significant difference existed in student reading achievement between the supplemental uses of Classworks software reading program to that of standard classroom instruction.…
Descriptors: Reading Achievement, Computer Software, Technology Integration, Elementary School Students
Gomez, Angela Nicole – ProQuest LLC, 2012
The purpose of this study was to investigate the effectiveness of "MathFacts in a Flash" software in helping students learn math standards. In each of their classes, the third-, fourth-, and fifth-grade students in a small private Roman Catholic school from the Pacific Northwest were randomly assigned either to a control group that used…
Descriptors: Computer Software, Mathematics Instruction, Educational Technology, Technology Uses in Education
Blair, Kristen Pilner – ProQuest LLC, 2009
Research addressing the effectiveness of feedback for learning has focused on many dimensions of feedback, including the timing (Kulik & Kulik, 1988), type (Mory, 2004), and amount of available information (Dempsey et. al, 1993). Much of the feedback research in education has tacitly assumed that the available information is perceived, and any…
Descriptors: Feedback (Response), Instructional Design, Error Correction, Computer Software