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Lena Frenken; Paul Libbrecht; Benjamin Becker; Gilbert Greefrath – International Journal of Mathematical Education in Science and Technology, 2024
The German national educational standards state explicitly that students should be enabled to successfully interact with dynamic geometry software. In a feasibility study on providing a standardized assessment instrument by digital means, in order to assess students' mathematical competencies, the implementation of a task with such a dynamic…
Descriptors: Geometry, Standardized Tests, Foreign Countries, Computer Software
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Ethan Roy; Mathieu Guillaume; Amandine Van Rinsveld; Project iLead Consortium; Bruce D. McCandliss – npj Science of Learning, 2025
Arithmetic fluency is regarded as a foundational math skill, typically measured as a single construct with pencil-and-paper-based timed assessments. We introduce a tablet-based assessment of single-digit fluency that captures individual trial response times across several embedded experimental contrasts of interest. A large (n = 824) cohort of…
Descriptors: Arithmetic, Mathematics Skills, Tablet Computers, Grade 3
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Rutkowski, David; Rutkowski, Leslie; Flores, Charity – Educational Assessment, 2022
As more states move to universal computer-based assessments, an emergent issue concerns the effect that device type might have on student results. Although, several research studies have explored device effects, most of these studies focused on the differences between tablets and desktops/laptops. In the current study, we distinguish between…
Descriptors: Computer Assisted Testing, Computers, Laptop Computers, Handheld Devices
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Eran Hadas; Arnon Hershkovitz – Journal of Learning Analytics, 2025
Creativity is an imperative skill for today's learners, one that has important contributions to issues of inclusion and equity in education. Therefore, assessing creativity is of major importance in educational contexts. However, scoring creativity based on traditional tools suffers from subjectivity and is heavily time- and labour-consuming. This…
Descriptors: Creativity, Evaluation Methods, Computer Assisted Testing, Artificial Intelligence
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Shujun Liu; Azzeddine Boudouaia; Xinya Chen; Yan Li – Asia-Pacific Education Researcher, 2025
The application of Automated Writing Evaluation (AWE) has recently gained researchers' attention worldwide. However, the impact of AWE feedback on student writing, particularly in languages other than English, remains controversial. This study aimed to compare the impacts of Chinese AWE feedback and teacher feedback on Chinese writing revision,…
Descriptors: Foreign Countries, Middle School Students, Grade 7, Writing Evaluation
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Ozsoy, Seyma Nur; Kilmen, Sevilay – International Journal of Assessment Tools in Education, 2023
In this study, Kernel test equating methods were compared under NEAT and NEC designs. In NEAT design, Kernel post-stratification and chain equating methods taking into account optimal and large bandwidths were compared. In the NEC design, gender and/or computer/tablet use was considered as a covariate, and Kernel test equating methods were…
Descriptors: Equated Scores, Testing, Test Items, Statistical Analysis
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Lee, Ji-Eun; Chan, Jenny Yun-Chen; Botelho, Anthony; Ottmar, Erin – Educational Technology Research and Development, 2022
Online educational games have been widely used to support students' mathematics learning. However, their effects largely depend on student-related factors, the most prominent being their behavioral characteristics as they play the games. In this study, we applied a set of learning analytics methods (k-means clustering, data visualization) to…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Learning Processes
Lee, Ji-Eun; Chan, Jenny Yun-Chen; Botelho, Anthony; Ottmar, Erin – Grantee Submission, 2022
Online educational games have been widely used to support students' mathematics learning. However, their effects largely depend on student-related factors, the most prominent being their behavioral characteristics as they play the games. In this study, we applied a set of learning analytics methods ("k"-means clustering, data…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Learning Processes
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Duy M. Pham; Kirk P. Vanacore; Adam C. Sales; Johann A. Gagnon-Bartsch – Grantee Submission, 2024
Effective personalization of education requires knowing how each student will perform under certain conditions, given their specific characteristics. Thus, the demand for interpretable and precise estimation of heterogeneous treatment effects is ever-present. This paper outlines a new approach to this problem based on the Leave-One-Out Potential…
Descriptors: Middle School Students, Middle School Teachers, Middle School Mathematics, Algebra
Yi Gui – ProQuest LLC, 2024
This study explores using transfer learning in machine learning for natural language processing (NLP) to create generic automated essay scoring (AES) models, providing instant online scoring for statewide writing assessments in K-12 education. The goal is to develop an instant online scorer that is generalizable to any prompt, addressing the…
Descriptors: Writing Tests, Natural Language Processing, Writing Evaluation, Scoring
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Qian, Yizhou; Lehman, James – Journal of Research on Technology in Education, 2022
This study investigated common student errors and underlying difficulties of two groups of Chinese middle school students in an introductory Python programming course using data in the automated assessment tool (AAT) Mulberry. One group of students was from a typical middle school while the other group was from a high-ability middle school. By…
Descriptors: Middle School Students, Programming, Computer Science Education, Error Patterns
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Ponce, Héctor R.; Mayer, Richard E.; Sitthiworachart, Jirarat; López, Mario J. – Educational Technology Research and Development, 2020
The transition from paper-based tests to corresponding computer-administered tests allows for the incorporation of improved interfaces that support response making. The main research question is whether innovative interfaces affect test response time and/or response accuracy. This study compared performance on banked cloze tests using a…
Descriptors: Cloze Procedure, Eye Movements, Reaction Time, Accuracy
Deena Hicks – ProQuest LLC, 2021
According to the Entertainment Software Association (2020), 70% (51.1 million) of children under the age of 18 are gamers in the United States and consume an average of two and a half hours per day playing digital-based games, making these games one of the most widely known leisure activities worldwide. Today's Net Generation (Kindergarten through…
Descriptors: Middle School Students, Middle School Teachers, Educational Games, Computer Games
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Tashbolatovna, Massimova Khurshidam; Duisenbaevna, Utepbergenova Z?nakul; Kaldyhanovna, Kerimbayeva Rysty; Koyshibaevna, Aizhanova Gulnara; Ulmeken, Zhamirova; Gulzat, Sembayeva – Cypriot Journal of Educational Sciences, 2022
The aim of this research is to reveal the opinions of teachers about the development of assessment activities in updated educational conditions. The study was conducted with the phenomenology pattern, one of the qualitative research designs. The study data were collected with semi-structured interview forms applied to primary, secondary and high…
Descriptors: Foreign Countries, Teacher Attitudes, Online Courses, Barriers
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Pásztor, Attila; Magyar, Andrea; Pásztor-Kovács, Anita; Rausch, Attila – Journal of Intelligence, 2022
The aims of the study were (1) to develop a domain-general computer-based assessment tool for inductive reasoning and to empirically test the theoretical models of Klauer and Christou and Papageorgiou; and (2) to develop an online game to foster inductive reasoning through mathematical content and to investigate its effectiveness. The sample was…
Descriptors: Game Based Learning, Logical Thinking, Computer Assisted Testing, Models
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