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Kerr, Deirdre – Journal of Educational Data Mining, 2015
This study uses information about in-game strategy use, identified through cluster analysis of actions in an educational video game, to make data-driven modifications to the game in order to reduce construct-irrelevant behavior. The examination of student strategies identified through cluster analysis indicated that (a) it was common for students…
Descriptors: Information Retrieval, Data Analysis, Video Games, Educational Games
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Fortson, Kenneth; Verbitsky-Savitz, Natalya; Kopa, Emma; Gleason, Philip – National Center for Education Evaluation and Regional Assistance, 2012
Randomized controlled trials (RCTs) are widely considered to be the gold standard in evaluating the impacts of a social program. When an RCT is infeasible, researchers often estimate program impacts by comparing outcomes of program participants with those of a nonexperimental comparison group, adjusting for observable differences between the two…
Descriptors: Charter Schools, Middle School Students, Educational Research, Research Design
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Vig, Rozy; Taylor, Megan W.; Star, Jon R.; Chao, Theodore – Society for Research on Educational Effectiveness, 2014
The concept of "implementation fidelity" is broadly used to capture the extent to which an intervention is executed as intended by the designers of the intervention (Century, Rudnick, & Freeman, 2010; Huntley, 2005, McNaught, Tarr, & Sears, 2010, Munter, 2010). Though implementation fidelity instruments are often used to assess…
Descriptors: Fidelity, Program Implementation, Barriers, Intervention
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Kerr, Deirdre; Chung, Gregory K. W. K. – Journal of Educational Data Mining, 2012
The assessment cycle of "evidence-centered design" (ECD) provides a framework for treating an educational video game or simulation as an assessment. One of the main steps in the assessment cycle of ECD is the identification of the key features of student performance. While this process is relatively simple for multiple choice tests, when…
Descriptors: Evidence Based Practice, Design, Academic Achievement, Educational Games
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Suh, Jennifer – Journal of Computers in Mathematics and Science Teaching, 2010
The following study describes design research in an elementary school near the metropolitan D.C. area with a diverse student population. The goal of the project was to design tasks that leveraged technology and enhance the access to critical thinking in specific mathematical concepts: data analysis and probability. It highlights the opportunities…
Descriptors: Critical Thinking, Mathematics Instruction, Elementary School Mathematics, Technology Uses in Education
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Carmo, Mafalda, Ed. – Online Submission, 2017
This book contains a compilation of papers presented at the International Conference on Education and New Developments (END 2017), organized by the World Institute for Advanced Research and Science (W.I.A.R.S.). Education, in our contemporary world, is a right since we are born. Every experience has a formative effect on the constitution of the…
Descriptors: Educational Quality, Models, Vocational Education, Outcomes of Education
Haystead, Mark W. – Marzano Research Laboratory, 2009
This report describes the findings of an analysis of a series of action research projects conducted by Goshen Community Schools at the middle school level. During the 2008-2009 school year, six teachers at Goshen Middle School participated in independent action research studies regarding the extent to which a six step approach to direct vocabulary…
Descriptors: Action Research, Vocabulary, Vocabulary Development, Direct Instruction
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Mills, Kathy – Journal of Learning Design, 2006
Research and educational policies have alerted teachers to the importance of multiliteracies. Communication in society today is characterised by rapidly changing and emergent forms of meaning-making in a context of increased cultural and linguistic diversity. This paper responds to these imperatives, releasing key findings of a critical…
Descriptors: Multiple Literacies, Ethnography, Student Diversity, Observation
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Hastie, Peter A.; Curtner-Smith, Matthew D. – Physical Education and Sport Pedagogy, 2006
Background: Sport Education (SE) and Teaching Games for Understanding (TGfU) are two curriculum models that were developed to help students participate in fair and equitable ways and challenge their thinking beyond the replication of techniques and skills. Given that the general aim of both models is to employ more democratic pedagogies and…
Descriptors: Research Design, Physical Education, Middle Class, Tests
Lai, Cheng Fei; Alonzo, Julie; Tindal, Gerald – Behavioral Research and Teaching, 2008
In this technical report, we describe the development and piloting of a series of mathematics progress monitoring measures intended for use with students in grades kindergarten through eighth grade. These measures, available as part of easyCBM[TM], an online progress monitoring assessment system, were developed in 2007 and 2008 and administered to…
Descriptors: Grade 6, General Education, Response to Intervention, Access to Education