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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
Obery, Amanda; Lux, Nick; Cornish, Jamie; Grimberg, Bruna Irene; Hartshorn, Anthony – TechTrends: Linking Research and Practice to Improve Learning, 2021
This investigation was conducted to examine middle school students' use of formative assessment technologies in informal science learning contexts. Specifically, this study focused on students' overall preferences when using a game-based student response system (GSRS; Wang, 2015) as a formative assessment. Data sources included students' (n = 42)…
Descriptors: Competition, Games, Game Based Learning, Audience Response Systems
Fazal, Minaz; Panzano, Bryan; Luk, Kristy – TechTrends: Linking Research and Practice to Improve Learning, 2020
The purpose of this mixed-methods study was to investigate whether blended learning increased student achievement in middle schools at a public charter school system. Qualitative data was gathered through classroom observations (N=8), teacher interviews (N=8), and student focus groups (N=6). Quantitative analysis involved a…
Descriptors: Blended Learning, African American Students, Teaching Methods, Principals
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
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
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
Cabiness, Catherine; Donovan, Loretta; Green, Tim D. – TechTrends: Linking Research and Practice to Improve Learning, 2013
This case study examines the benefits of integrating wikis into the World History curriculum. Six middle school students chosen because of their designation in relevant subgroups--GATE, AVID, and RSP--participated in this 20-week study. Abstract historical concepts can be difficult to grasp; therefore, students collaborated via a wiki on topics…
Descriptors: Case Studies, Middle School Students, World History, History Instruction
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