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Showing 1 to 15 of 25 results Save | Export
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Kiili, Kristian; Ketamo, Harri – IEEE Transactions on Learning Technologies, 2018
Even though digital learning games have become common in education, relatively little is known about the usefulness of game-based assessment. This paper aims to explore if a game-based math test can provide added value to math education with respect to cognitive and affective outcomes. We used in-game measures, embedded in the game called Semideus…
Descriptors: Mathematics Tests, Outcomes of Education, Fractions, Grade 6
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Tanner, Patricia; Karas, Carly; Schofield, Damian – Journal of Information Technology Education: Research, 2014
This study investigates the classroom integration of an innovative technology, augmented reality. Although the process of adding new technologies into a classroom setting can be daunting, the concept of augmented reality has demonstrated the ability to educate students and to assist with their comprehension of a procedural task. One half of the…
Descriptors: Computer Simulation, Handheld Devices, Computer Uses in Education, Robotics
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Gunbas, N. – Journal of Computer Assisted Learning, 2015
The purpose of this study was to investigate the effect of a computer-based story, which was designed in anchored instruction framework, on sixth-grade students' mathematics word problem-solving achievement. Problems were embedded in a story presented on a computer as computer story, and then compared with the paper-based version of the same story…
Descriptors: Computer Uses in Education, Educational Technology, Teaching Methods, Word Problems (Mathematics)
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Arthanat, Sajay; Curtin, Christine; Kontak, David – Journal of Occupational Therapy, Schools & Early Intervention, 2015
Mainstream technologies are widely being employed in inclusive and special education classrooms to accommodate the learning needs of students. As the evidence of their effectiveness evolves, educators and school-based therapists need tools and documentable strategies for their implementation. This research presents an evaluation protocol to guide…
Descriptors: Educational Technology, Technology Uses in Education, Developmental Disabilities, Handheld Devices
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Lin, C.-P.; Wong, L.-H.; Shao, Y.-J. – Journal of Computer Assisted Learning, 2012
This paper reports an investigation into the effects of collaborative concept mapping in a digital learning environment, in terms of students' overall learning gains, knowledge retention, quality of student artefacts (the collaboratively created concept maps), interactive patterns, and learning perceptions. Sixty-four 12-year-old students from two…
Descriptors: Cooperative Learning, Concept Mapping, Electronic Learning, Computer Uses in Education
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Pareto, Lena – International Journal of Artificial Intelligence in Education, 2014
In this paper we will describe a learning environment designed to foster conceptual understanding and reasoning in mathematics among younger school children. The learning environment consists of 48 2-player game variants based on a graphical model of arithmetic where the mathematical content is intrinsically interwoven with the game idea. The…
Descriptors: Concept Formation, Mathematical Concepts, Mathematics Instruction, Educational Games
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Bolyard, Johnna; Moyer-Packenham, Patricia – Journal of Computers in Mathematics and Science Teaching, 2012
This study investigated how the use of virtual manipulatives in integer instruction impacts student achievement for integer addition and subtraction. Of particular interest was the influence of using virtual manipulatives on students' ability to create and translate among representations for integer computation. The research employed a…
Descriptors: Mathematics Achievement, Numbers, Mathematics Instruction, Mathematics Skills
Falke, Tricia Rae – ProQuest LLC, 2012
The purpose of this study was to determine the effects of a computer-based reading intervention on the reading achievement of sixth grade students in one elementary school in a suburban school district located in the Midwest region of the United States. Data were collected through two district mandated reading assessments and a computer-based…
Descriptors: Program Effectiveness, Reading Programs, Computer Uses in Education, Reading Achievement
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Bebell, Damian; Clarkson, Apryl; Burraston, James – Journal of Information Technology Education: Innovations in Practice, 2014
Many parents, educators, and policy makers see great potential for leveraging tools like laptop computers, tablets, and smartphones in the classrooms of the world. Under budget constraints and shared access to equipment for students and teachers, the impacts have been irregular but hint at greater possibilities in 1:1 student computing settings.…
Descriptors: Grade 6, Educational Technology, Suburban Schools, Mixed Methods Research
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Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Yang, Li-Hsueh; Huang, Iwen – British Journal of Educational Technology, 2013
Educational computer games have been recognized as being a promising approach for motivating students to learn. Nevertheless, previous studies have shown that without proper learning strategies or supportive models, the learning achievement of students might not be as good as expected. In this study, a knowledge engineering approach is proposed…
Descriptors: Computer Games, Educational Games, Elementary School Science, Science Instruction
Cottone, Mark Anthony – ProQuest LLC, 2013
The purpose of this study is to examine how the 1:1 laptop initiative impacted student achievement for the students at a single intermediate school (grades 4-6) in Mooresville, North Carolina. Researchers Dunleavy, Dexter, & Heinecke, 2007; Mouza, 2008; O'Dwyer, Russell, Bebell & Tucker-Seeley, 2005 have called for additional research…
Descriptors: Access to Computers, Laptop Computers, Computer Uses in Education, Intermediate Grades
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Huemer, Sini; Aro, Mikko; Landerl, Karin; Lyytinen, Heikki – Scientific Studies of Reading, 2010
The study evaluated the effect of repeated reading on reading speed among 36 Finnish-speaking poor readers in Grades 4 to 6. A switching replications design was applied: Group A (n = 20) received training first, and during this period Group B (n = 16) acted as a control group. After a midpoint test, the design was switched. The training material…
Descriptors: Comparative Analysis, Reading Rate, Teaching Methods, Finno Ugric Languages
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Shapley, Kelly; Sheehan, Daniel; Maloney, Catherine; Caranikas-Walker, Fanny – Journal of Educational Research, 2011
An experimental study of the Technology Immersion model involved comparisons between 21 middle schools that received laptops for each teacher and student, instructional and learning resources, professional development, and technical and pedagogical support, and 21 control schools. Using hierarchical linear modeling to analyze longitudinal survey…
Descriptors: Middle Schools, Student Attitudes, Mathematics Achievement, Educational Technology
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Mifsud, L.; Morch, A. I. – Journal of Computer Assisted Learning, 2010
Mobile technology is ubiquitous and diverse and permeates many aspects of daily life at home, during leisure activities, and in public spaces. The study presented here is of two sixth grade classes in Michigan, USA and two seventh grade classes in Norway. The students and the teachers in these four classrooms were equipped with mobile technologies…
Descriptors: Sociocultural Patterns, Foreign Countries, Comparative Analysis, Grade 7
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Meyer, Elizabeth; Abrami, Philip C.; Wade, C. Anne; Aslan, Ofra; Deault, Louise – Computers & Education, 2010
Can an electronic portfolio that is both a multimedia container for student work and a tool to support key learning processes have a positive impact on the literacy practices and self-regulated learning skills of students? This article presents the findings of a yearlong study conducted in three Canadian provinces during the 2007-2008 school year…
Descriptors: Portfolios (Background Materials), Achievement Tests, Metacognition, Learning Processes
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