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Showing 1 to 15 of 19 results Save | Export
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Alemdag, Ecenaz; Yildirim, Zahide – Educational Technology Research and Development, 2022
Although formative peer assessment (FPA) has become a prevailing learning activity in different educational settings, there are not enough suggestions on how to structure it with instructional supports in online environments to optimize its benefits. Therefore, this study aims to propose design guidelines for the development of an effective online…
Descriptors: Formative Evaluation, Peer Evaluation, Computer Assisted Testing, High Schools
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Thacker, Shamai – International Journal of ePortfolio, 2022
This report explores the development of a bridge between secondary and postsecondary education through professional development and college preparation by examining the current processes that high schools are using to address student success outside of the counselor setting. This research seeks to understand how Alaska schools can use an…
Descriptors: Electronic Publishing, Portfolios (Background Materials), Student Adjustment, College Bound Students
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Tuncay Saritas, Mustafa – Educational Research and Reviews, 2022
Mobile technologies have started to be preferred as a new learning technology in teaching and learning. Considering the need for adequate and rapid feedback in solving mathematical problems that students have difficulty with reflects the need for a different educational practice and technology. In this study, based on design-based research (DBR)…
Descriptors: Mathematics Education, Electronic Learning, Handheld Devices, Outcomes of Education
Grepon, Benzar Glen S.; Martinez, Aldwin Lester M. – Online Submission, 2021
Purpose: The study aims to design and develop a virtual structural design that simulates the campus and its buildings of a community college in Bukidnon, Philippines through Virtual Reality. With the immersion of technology, this project represents the architectural design of the establishment with the use of Virtual Reality Technology. Method:…
Descriptors: Foreign Countries, Computer Simulation, Community Colleges, School Buildings
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Adlof, Suzanne M.; Baron, Lauren S.; Scoggins, Joanna; Kapelner, Adam; McKeown, Margaret G.; Perfetti, Charles A.; Miller, Elaine; Soterwood, Jeanine; Petscher, Yaacov – Language, Speech, and Hearing Services in Schools, 2019
Purpose: Improving vocabulary knowledge is important for many adolescents, but there are few evidence-based vocabulary instruction programs available for high school students. The purpose of this article is to describe the iterative development of the DictionarySquared research platform, a web-based vocabulary program that provides individualized…
Descriptors: Adolescents, Vocabulary Development, Web Based Instruction, Teaching Methods
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Laakso, Mikko-Jussi; Kaila, Erkki; Rajala, Teemu – Education and Information Technologies, 2018
Automatically assessed exercises with immediate feedback can be a powerful tool for enhancing the effectiveness of education. In this article, we discuss the design and implementation of a collaborative learning tool called ViLLE. The design is based on experiences gathered from a previously developed and thoroughly researched visualization tool.…
Descriptors: Feedback (Response), Cooperative Learning, Visualization, Design
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Bates, Rodger; LaBrecque, Bryan – Online Journal of Distance Learning Administration, 2017
Previous research identified a variety of special populations which may be serviced through online learning activities. These have included the military, Native Americans, prisoners, remote occupations, and others. This paper focuses the growing role of distance learning opportunities for student and professional athletes. Special attention is…
Descriptors: Distance Education, Educational Technology, Technology Uses in Education, Access to Education
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Suciati, Alfi; Adian, Tabita – Online Submission, 2018
This research aims to examine the eligibility of and responses from expert media, expert material, practitioners and students' on the 'Fun and Educative' biology module. The module was developed in a fun and educative way presenting various educative games. The research development model is using ADDIE model that consists of five phases: Analysis,…
Descriptors: Biology, Science Instruction, Educational Games, Models
Hurston, Allison Leigh – ProQuest LLC, 2017
Despite the increased unfolding of new Bring Your Own Technology (BYOT) initiatives, confusion exists regarding the defining characteristics of a BYOT classroom. Using the Technology Acceptance Model (TAM), the purpose of this qualitative transcendental phenomenological study was to investigate how teachers at three different high schools in a…
Descriptors: Educational Technology, Technology Uses in Education, Ownership, Phenomenology
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Iborra Urios, Montserrat; Ramírez Rangel, Eliana; Badia Córcoles, Jordi Hug; Bringué Tomàs, Roger; Tejero Salvador, Javier – Journal of Technology and Science Education, 2017
This work is focused on the implementation, development, documentation, analysis, and assessment of the flipped classroom methodology, by means of the just-in-time teaching strategy, for a pilot group (1 out of 6) in the subject "Applied Computing" of both the Chemical and Materials Engineering Undergraduate Degrees of the University of…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Blended Learning
Tabatadze, Shalva; Gorgadze, Natia; Gabunia, Kakha – Online Submission, 2020
This document is a report on the research which was designed to evaluate the affirmative action policy for ethnic minorities in Georgia. The mixed research methods were utilized in the study. Specifically, the following research methods were used: (1) Survey of 12th graders in non-Georgian schools; (2) Survey of the students in the One-Year…
Descriptors: Higher Education, College Students, Minority Group Students, High School Seniors
Pilbeam, Renee M. – ProQuest LLC, 2016
This research study looks at the design and development of an online concussion awareness education module. The Keep Your Head in the Game: Concussion Awareness Training for High School Athletes, or Brainbook, is a stand-alone e-learning module designed to run for fifty minutes and to be highly interactive using short video clips with associated…
Descriptors: Head Injuries, Consciousness Raising, Athletics, Athletes
Villavicencio, Adriana; Siman, Nina; Lafayette, Camille; Kang, David – Research Alliance for New York City Schools, 2016
In 2011, with support from a federal Investing in Innovation grant, the NYC Department of Education launched Innovate NYC Schools. The initiative was designed to address two, related challenges to effectively integrating education technology (ed-tech) into classrooms: First, procurement of ed-tech tools is often hampered by a disconnect between…
Descriptors: Educational Innovation, Technology Integration, Technology Uses in Education, Educational Technology
Villavicencio, Adriana; Siman, Nina; Lafayette, Camille; Kang, David – Research Alliance for New York City Schools, 2016
In 2011, with support from a federal Investing in Innovation grant, the NYC Department of Education launched Innovate NYC Schools. The initiative was designed to address two, related challenges to effectively integrating education technology (ed-tech) into classrooms: First, procurement of ed-tech tools is often hampered by a disconnect between…
Descriptors: Educational Innovation, Technology Integration, Technology Uses in Education, Educational Technology
Phillips, Andrea; Pane, John F.; Bogart, Andy – RAND Corporation, 2018
The Kentucky Valley Educational Cooperative and Green River Regional Educational Cooperative received an Investing in Innovation (i3) development grant from the U.S. Department of Education to implement the Creating College and Career Readiness (C3R) initiative. The initiative offered a suite of software developed by WIN Learning (WIN) to support…
Descriptors: Career Readiness, College Readiness, Program Effectiveness, Program Evaluation
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