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Sulaimon, Tolulope; Schaefer, John – TechTrends: Linking Research and Practice to Improve Learning, 2023
An A-B-A-B withdrawal design was used to explore the effects of a text-to-speech (TTS) program (Read & Write Gold 11) on reading comprehension scores for two fourth-grade students with learning disabilities in an urban school. For each session, students used the TTS program to read a fourth-grade-level comprehension passage. The number of…
Descriptors: Elementary School Students, Grade 4, Students with Disabilities, Learning Disabilities
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Moon, Andria L.; Wold, Cheryl M.; Francom, Gregory M. – TechTrends: Linking Research and Practice to Improve Learning, 2017
Reading comprehension, or understanding the author's message, is a critical component of teaching literacy (Hougen and Smartt 2012). Student-centered activities using the iPad with the goal of improving reading comprehension in a fifth-grade classroom were implemented for this action research study. University teacher candidates guided fifth-grade…
Descriptors: Reading Comprehension, Student Centered Learning, Handheld Devices, Reading Improvement
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Gaston, Joseph P.; Havard, Byron – TechTrends: Linking Research and Practice to Improve Learning, 2019
The purpose of this study was to determine how Collaborative Video Production (CVP) influences students' perceived learning, content interest, and school interest. The theoretical framework is based on the Four Phase Interest Model developed by Renninger and Hidi (2016). The sample consisted of 242 students and 13 teachers representing grades 2…
Descriptors: Elementary School Students, Student Interests, Video Technology, Cooperative Learning
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Hsu, Pi-Sui – TechTrends: Linking Research and Practice to Improve Learning, 2016
The purpose of this mixed-methods study was to examine the current beliefs, practices and barriers concerning technology integration of Kindergarten through Grade Six teachers in the midwestern United States. The three data collection methods were online surveys with 152 teachers as well as interviews and observations with 8 teachers. The findings…
Descriptors: Beliefs, Barriers, Educational Practices, Technology Integration
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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