Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 6 |
Since 2006 (last 20 years) | 9 |
Descriptor
Source
American Institutes for… | 1 |
Contemporary Educational… | 1 |
Grantee Submission | 1 |
Journal of Emotional and… | 1 |
Journal of Interactive… | 1 |
Marzano Research | 1 |
Online Submission | 1 |
Psychology in the Schools | 1 |
RTI International | 1 |
Author
Joyce, Jeanette | 2 |
Klute, Mary | 2 |
Norford, Jennifer | 2 |
Rhoads, Christopher | 2 |
Serdiouk, Marina | 2 |
Yanoski, David | 2 |
Amelia Auchstetter | 1 |
Bal, Mazhar | 1 |
Bryant, Diane Pedrotty | 1 |
Carroll, Stephen | 1 |
Chambers, Caitlyn | 1 |
More ▼ |
Publication Type
Reports - Research | 7 |
Journal Articles | 4 |
Numerical/Quantitative Data | 2 |
Tests/Questionnaires | 2 |
Collected Works - Proceedings | 1 |
Reports - Descriptive | 1 |
Education Level
Middle Schools | 9 |
Elementary Education | 5 |
Secondary Education | 4 |
Grade 6 | 3 |
Intermediate Grades | 3 |
Junior High Schools | 3 |
Elementary Secondary Education | 2 |
Early Childhood Education | 1 |
Grade 5 | 1 |
Grade 7 | 1 |
Grade 8 | 1 |
More ▼ |
Audience
Laws, Policies, & Programs
Assessments and Surveys
North Carolina End of Course… | 1 |
What Works Clearinghouse Rating
Meets WWC Standards with or without Reservations | 2 |
Amelia Auchstetter; Eben Witherspoon; Oluchi Ozuzu; Jonathan Margolin; Lawrence B. Friedman – American Institutes for Research, 2023
The purpose of this study was to evaluate the implementation and impact of the Pack program. The Pack was developed by the New York Hall of Science (NYSCI) and includes a digital game and set of curricular and professional development resources that aim to support computational thinking teaching and learning in middle school science and computer…
Descriptors: Computation, Thinking Skills, Educational Games, Program Implementation
Dart, Evan H.; Collier-Meek, Melissa A.; Chambers, Caitlyn; Murphy, Ashley – Psychology in the Schools, 2020
Assessing the degree to which interventions are implemented in school settings is critical to making decisions about student outcomes. School psychologists may not be available to regularly conduct observations of intervention implementation, however, their data may be used alongside other methods for multi-informant assessment. Teacher…
Descriptors: Educational Games, Student Behavior, Behavior Modification, Integrity
Watts, Gavin W.; Bryant, Diane Pedrotty; Roberts, Garrett J. – Journal of Emotional and Behavioral Disorders, 2020
Challenges with numerical proficiency at an early age can lead to substantial gaps in learning and are associated with detrimental long-term outcomes. In addition, students with emotional-behavioral disorders (EBD) can have some of the most challenging behavioral and academic needs to address. The purpose of this study was to identify the effects…
Descriptors: Tutoring, Emotional Disturbances, Behavior Disorders, Age Differences
Bal, Mazhar – Contemporary Educational Technology, 2019
The aim of the study is to determine the contribution of gamification to writing skills of middle school students. For this study, a lesson plan has been developed to relate Writing and Authorship Skills lesson to the gamification for middle school students. From this lesson plan, it was tried to determine the effectiveness of the teaching…
Descriptors: Foreign Countries, Computer Games, Educational Games, Writing Instruction
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Grantee Submission, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Marzano Research, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
Young, William, II; Franklin, Teresa; Cooper, Tessa; Carroll, Stephen; Liu, Chang – Journal of Interactive Learning Research, 2012
In an age of technological advancement, video games have been found to be effective teaching aids in middle school science classrooms. A National Science Foundation (NSF) project at Ohio University, known as STEAM, (Science and Technology Enrichment for Appalachian Middle Schoolers), has examined Second Life as a curriculum aid through the design,…
Descriptors: Video Games, Middle Schools, Secondary School Science, Educational Games
Green, Patricia J.; Sha, Mandy; Liu, Lu – RTI International, 2011
In 2001, the U.S. Department of Education and the Ministry of Education in China entered into a bilateral partnership to develop a technology-driven approach to foreign language learning that integrated gaming, immersion, voice recognition, problem-based learning tasks, and other features that made it a significant research and development pilot…
Descriptors: Foreign Countries, English (Second Language), Middle School Students, Partnerships in Education
McCoy, Leah P., Ed. – Online Submission, 2009
This document presents the proceedings of the Annual Research Forum. Included herein are the following 29 studies: (1) What Factors Influence Algebra 1 Students' Attitudes toward Math? (Elizabeth A. Allen); (2) Low-Income Student and Teacher Impressions of Kagan Cooperative Learning (Andrea Anderson); (3) Developing and Implementing an Articulated…
Descriptors: High Schools, Student Attitudes, Oral Reading, Writing Strategies