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Alexander Charles Rausch – ProQuest LLC, 2024
This non-experimental correlational quantitative research study was conducted to examine the relationship between the percentage of voluntary live synchronous virtual lesson attendance (LVLA) and the reading comprehension skill growth of sixth through eighth-grade English Language Arts (ELA) students enrolled in a Pennsylvania full-time online…
Descriptors: Synchronous Communication, Electronic Learning, Reading Comprehension, Grade 6
Hong, Jon-Chao; Hwang, Ming-Yueh; Hsu, Hui-Ting; Tai, Kai-Hsin – Journal of Research on Technology in Education, 2023
Gestalt perception relates to inferring a holistic scene from separate elements. Using this theory, an application game named Gestalt Puzzle was designed for students to play by recognizing a few parts of an image to reason the whole image of a particular object. Cognitive style can be divided into field independence (FI) and field dependence (FD)…
Descriptors: Game Based Learning, Self Efficacy, Anxiety, Cognitive Style
Yilmaz, Ömer – International Journal of Progressive Education, 2022
The aim of this study is to determine the effect of class attendance during distance education process on academic success. The research was conducted among 46 students studying in sixth and seventh graders in a private educational institute in Elazig city. As data collection tool, four achievement tests designed at the Central Office of relevant…
Descriptors: Foreign Countries, Middle School Students, Mathematics Achievement, Grade 6
Borman, Geoffrey D.; Park, So Jung; Min, Sookweon – Online Submission, 2015
The purpose of this study was to evaluate the impact of Achieve3000, a differentiated online literacy curriculum, on students' scores on the California State Test (CST). In the 2011-12 school year, 1,957 students in Chula Vista began using Achieve3000's solutions in 3rd through 8th grade. Using a form of propensity score matching called Inverse…
Descriptors: Reading Programs, Program Effectiveness, Quasiexperimental Design, Elementary School Students
Edwards, Clayton; Rule, Audrey – Journal of Computers in Mathematics and Science Teaching, 2013
Education in an online setting is an increasingly popular method of instruction. Previous studies comparing college or high school student performance in online and face-to-face courses found, in most cases, similar achievement between conditions. However, research is lacking regarding middle school students' academic performance and attitudes…
Descriptors: Qualitative Research, Student Surveys, Predictor Variables, Student Attitudes
Tsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng – Educational Technology & Society, 2012
This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and…
Descriptors: Foreign Countries, Educational Games, Computer Games, Outcomes of Education