Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 4 |
Since 2016 (last 10 years) | 7 |
Since 2006 (last 20 years) | 10 |
Descriptor
Source
TechTrends: Linking Research… | 10 |
Author
Adams, Thomasenia Lott | 1 |
Albert, Jennifer | 1 |
Andrews, Ashley | 1 |
Arnold, Jason Dean | 1 |
Arslan-Ari, Ismahan | 1 |
Barnes, Tiffany | 1 |
Bhuyan, Jay | 1 |
Blanton, Melanie | 1 |
Cargile, Lori A. | 1 |
Catete, Veronica | 1 |
Charsky, Dennis | 1 |
More ▼ |
Publication Type
Journal Articles | 10 |
Reports - Research | 7 |
Reports - Descriptive | 2 |
Tests/Questionnaires | 2 |
Information Analyses | 1 |
Education Level
Audience
Location
Florida | 1 |
Illinois (Chicago) | 1 |
India | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Tristan Kumor; Lida Uribe-Flórez; Jesús Trespalacios; Dazhi Yang – TechTrends: Linking Research and Practice to Improve Learning, 2024
There has been a limited amount of research that has attempted to determine teaching strategies using adaptive learning systems. Most studies have attempted to measure success of the use of these technologies based on improvements in students' test scores but have lacked to provide any information regarding the pedagogy implemented while using the…
Descriptors: High School Teachers, Mathematics Teachers, Teacher Attitudes, Teaching Methods
Janakiraman, Shamila; Watson, Sunnie Lee; Watson, William R. – TechTrends: Linking Research and Practice to Improve Learning, 2021
Environmental sustainability education should create eco-awareness and produce pro-environmental behaviors. Traditional instructional methods create eco-awareness but do not make people act. Purposefully designed digital games for attitudinal instruction provide cognitive knowledge, engage learners emotionally by showing the consequences of…
Descriptors: Computer Games, Educational Games, Environmental Education, Cooperative Learning
Ritter, Nicole; Arslan-Ari, Ismahan – TechTrends: Linking Research and Practice to Improve Learning, 2023
The flipped classroom approach has grown in various disciplines; however, only few research studies are conducted in social sciences at K-12 settings. This action research investigated the impact of implementing a flipped classroom approach on students' motivation and learning the content knowledge in a suburban high school introductory psychology…
Descriptors: Social Sciences, Student Motivation, High School Students, Student Attitudes
Jocius, Robin; O'Byrne, W. Ian; Albert, Jennifer; Joshi, Deepti; Blanton, Melanie; Robinson, Richard; Andrews, Ashley; Barnes, Tiffany; Catete, Veronica – TechTrends: Linking Research and Practice to Improve Learning, 2022
The COVID-19 pandemic led to an urgent need for professional development (PD) experiences to support teacher learning across hybrid and digital contexts. This study investigates teachers' experiences in a Virtual Pivot, a PD workshop designed to support computational thinking integration into disciplinary teaching. Participants were 151 middle and…
Descriptors: Electronic Learning, Communities of Practice, Computation, Thinking Skills
Galvin, Sarah; Greenhow, Christine – TechTrends: Linking Research and Practice to Improve Learning, 2020
Students today spend more time writing on social media than they do in formal classrooms and have developed distinct and complex literacies separate from traditional writing curricula. Although several studies have explored teens' informal literacy practices online, research investigating how these spaces may inform or be effectively utilized in…
Descriptors: Social Media, High School Students, Literacy, Computer Mediated Communication
Bhuyan, Jay; Wu, Fan; Thomas, Cassandra; Koong, Kai; Hur, Jung Won; Wang, Chih-hsuan – TechTrends: Linking Research and Practice to Improve Learning, 2020
This paper describes the design, implementation, and results of an NSF funded Summer Academy from 2016 to 2018, which engaged, on an annual basis, 30 to 60 rising 10th and 11th grade high school science students in an innovative, technology-enriched Project Based Learning (PBL) environment. This Academy emphasized how tech gadgets work and the…
Descriptors: Teaching Methods, Grade 10, Grade 11, High School Students
Jones, Griff; Dana, Thomas; LaFramenta, Joanne; Adams, Thomasenia Lott; Arnold, Jason Dean – TechTrends: Linking Research and Practice to Improve Learning, 2016
The STEM TIPS mobile-ready support platform gives institutions or school districts the ability to provide immediate and customized mentoring to teachers through multiple tiers of web-based support and resources. Using the results of a needs assessment, STEM TIPS was created and launched in partnership with 18 Florida school districts. Further…
Descriptors: STEM Education, Beginning Teachers, Secondary School Teachers, Mentors
Cargile, Lori A.; Harkness, Shelly Sheats – TechTrends: Linking Research and Practice to Improve Learning, 2014
Khan Academy (KA) is a free web-based intelligent tutor, which has been featured in countless media outlets for its potential to change mathematics instruction. The founder and executive director, Salman Khan, recommends that KA be used to personalize instruction, freeing up class time for engaging high yield activities like student discourse and…
Descriptors: Teaching Methods, Video Technology, Web Sites, Mathematics Instruction
Russell, L. Roxanne; Cuevas, Joshua – TechTrends: Linking Research and Practice to Improve Learning, 2014
This design case follows an ongoing collaboration between an instructional technologist and a high school literature teacher promoting reading comprehension through modules that provide visually interesting display of text on a computer screen along with cognitive tools. The modules were found to boost comprehension of specific content in even one…
Descriptors: English Teachers, High Schools, Secondary School Teachers, Reading Comprehension
Charsky, Dennis; Mims, Clif – TechTrends: Linking Research and Practice to Improve Learning, 2008
Games have a long history of being used for instructional purposes. Games can be defined as playful activities, with or without a computer, that have some essential characteristics. Game characteristics can include competition and goals, game rules, challenging activities, choices, and fantasy elements. Games that take advantage of these…
Descriptors: Educational Strategies, Video Games, Fantasy, Educational Technology