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Wisittanawat, Panchompoo; Gresalfi, Melissa S. – Journal of the Learning Sciences, 2021
Background: Educational video games are increasingly used in classrooms because they can offer meaningful contexts for problem solving. However, educational video games bring together two historically disparate activities: school mathematics and video games. How these two activities complement, compromise, or contradict each other influences how…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Mathematics Instruction
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Beckman, Alexandra; Mason, Benjamin A.; Wills, Howard P.; Garrison-Kane, Linda; Huffman, Jonathan – Education and Treatment of Children, 2019
Self-monitoring (SM) is a behavioral intervention with a long history of successful implementation for students with autism spectrum disorder. Despite the development of sophisticated software applications, they are rarely incorporated into data collection procedures for SM interventions. The current study evaluated an SM application, goal…
Descriptors: Autism, Pervasive Developmental Disorders, Behavior Modification, Academic Achievement
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Lopach, Laura; Jenson, William; Davis, John; Knorr, James; O'Neill, Rob – Contemporary School Psychology, 2018
The current study examined the efficacy of the Electronic Home Note Program (EHNP) for improving on-task behavior, math performance, and home-school collaboration. The EHNP is a package-ready web-based home note that utilizes Google Drive. The study was conducted in a public elementary school serving predominantly low-income ethnic minority…
Descriptors: Notetaking, Computer Mediated Communication, Intervention, Parent Participation
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Chen, Cheng-Huan; Chiu, Chiung-Hui; Lin, Chia-Ping; Chou, Ying-Chun – Journal of Information Technology Education: Innovations in Practice, 2017
Aim/Purpose: The present study investigated and compared students' attention in terms of time-on-task and number of distractors between using a touchscreen and a pen tablet in mathematical problem solving activities with virtual manipulatives. Background: Although there is an increasing use of these input devices in educational practice, little…
Descriptors: Handheld Devices, Technology Uses in Education, Educational Technology, Telecommunications
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Ahn, June; Beck, Austin; Rice, John; Foster, Michelle – AERA Open, 2016
In this article, we present analyses from a researcher-practitioner partnership in the District of Columbia Public Schools, where we are exploring the impact of educational software on students' academic achievement. We analyze a unique data set that combines student-level information from the district with data of student usage of a mathematics…
Descriptors: Public Schools, Urban Schools, Computer Software, Computer Uses in Education
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Schaaf, Ryan – Canadian Journal of Action Research, 2012
Digital Game-Based Learning (DGBL) activities were examined in comparison with effective, research-based learning strategies to observe any difference in student engagement and time-on task behavior. Experimental and control groups were randomly selected amongst the intermediate elementary school students ages 8 to 10 years old. Student…
Descriptors: Learner Engagement, Educational Strategies, Control Groups, Elementary School Students