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Hayes, Joseph; Gao, Niu – Public Policy Institute of California, 2021
This document contains the technical appendices for the report "Achieving Digital Equity for California's Students." Appendices include: (1) Census Household Pulse Survey; and (2) Additional Figures. [For the full report, see ED617930. For the Policy Brief, see ED617933.]
Descriptors: COVID-19, Pandemics, Educational Technology, Technology Uses in Education
Wang, Jia; La Torre, Deborah; Adreani, Linda F.; Kinnard, Lauren; Leon, Seth; Kikoler, David; Rosales, Elaine – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2022
COVID-19 changed the experiences of K-12 students and teachers in ways that are not yet well-documented. This report provides initial insights into teaching and learning during the pandemic from the perspectives of teachers and students at 31 public schools in three states. The analyses indicate that about two thirds of the teachers surveyed…
Descriptors: COVID-19, Pandemics, Elementary Secondary Education, Public Schools
Jaciw, Andrew P.; Zacamy, Jenna; D'Apice, Hannah; Lin, Li; Kwong, Connie; Schellinger, Adam M. – Empirical Education Inc., 2019
Empirical Education Inc. is the independent evaluator of SRI International's 2014 Investing in Innovation (i3) Development grant called Redesigning Secondary Courses to Improve Academic Outcomes for Adolescents with Disabilities and Other Underperforming Adolescents. The goal of the grant is to develop "Enhanced Units" that combine…
Descriptors: Educational Innovation, Adolescents, Students with Disabilities, Underachievement
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
Li, Linlin; Luttgen, Kim; Huang, Kevin; Weiser, Gary; Cornfield, Olivia; Hess, Hopeton; Chow, Eunice; Schneider, Megan – WestEd, 2020
School closures because of natural phenomena, such as COVID-19, underscore the importance of effective distance learning strategies when there are no in-school alternatives. Our study describes the implementation of a multimedia science program before and after school closure due to COVID-19 in a variety of ways depending on schools'…
Descriptors: COVID-19, Pandemics, School Closing, Distance Education
Seaman, Julia A.; Seaman, Jeff – Babson Survey Research Group, 2017
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of California. The sample for this analysis is comprised of all active, degree-granting…
Descriptors: Distance Education, Enrollment, Undergraduate Students, Graduate Students
House, Ann; Boyce, Jared; Wang, Sam; Means, Barbara; Peters Hinton, Vanessa; Wetzel, Tallie – Online Submission, 2018
Purpose: The Bill & Melinda Gates Foundation launched the Next Generation Courseware Challenge (NGCC) in 2014 to address the limited availability of affordable, high-quality adaptive courseware to postsecondary students. SRI International was retained to evaluate the NGCC initiative as a whole and to conduct impact studies for the NGCC…
Descriptors: Courseware, College Students, Academic Achievement, Computer Uses in Education
Smithsonian Center for Learning and Digital Access (Smithsonian Learning Lab), 2017
Launched in June 2016, the Smithsonian Learning Lab (SLL) provides access to the digital resources from across the Smithsonian's 19 museums, 9 major research centers, and the National Zoo, to be used as real-world learning experiences. It is designed to aid students in building lasting knowledge and critical skills that take learners from simply…
Descriptors: Learning Laboratories, Electronic Learning, Technology Uses in Education, Secondary School Students
Tuma, Andrea Prado; Doan, Sy; Lawrence, Rebecca Ann; Henry, Daniella; Kaufman, Julia H.; Setodji, Claude Messan; Grant, David; Young, Christopher J. – RAND Corporation, 2020
This technical report provides information about the sample, survey instrument, and resultant data for the American Instructional Resources Surveys (AIRS) that were administered to principals and teachers in spring 2019 via RAND's American Educator Panels. The AIRS focused on instructional resources used and supported in English language arts,…
Descriptors: Educational Resources, Language Arts, Mathematics Instruction, Science Instruction
Rideout, Victoria; Katz, Vikki S. – Joan Ganz Cooney Center at Sesame Workshop, 2016
Because digital devices and the Internet have become so essential, digital inequality can exacerbate educational and economic inequality as well. Therefore, it is critical to understand how low- and moderate-income families in the U.S. are engaging digital technologies and how they perceive the opportunities--and potential risks-- that these…
Descriptors: Parent Surveys, Access to Computers, Ownership, Internet
Rideout, Victoria; Katz, Vikki S. – Joan Ganz Cooney Center at Sesame Workshop, 2016
The data in this survey offer a unique perspective from low- and moderate-income families with school-age children in the United States. They reveal many of the nuances and complexities of digital life among lower income families today. Because lower-income parents are not usually the focus of studies on technology and learning, this report offers…
Descriptors: Parent Surveys, Access to Computers, Ownership, Internet
Evans, Brent J.; Baker, Rachel B.; Dee, Thomas – Stanford Center for Education Policy Analysis, 2015
Using a unique dataset of 44 Massive Open Online Courses (MOOCs), this paper examines critical patterns of enrollment, engagement, persistence, and completion among students in online higher education. By leveraging fixed-effects specifications based on over 2.1 million student observations across more than 2,900 lectures, we analyze engagement,…
Descriptors: Large Group Instruction, Online Courses, Educational Technology, Technology Uses in Education
Gao, Niu; Hill, Laura; Lafortune, Julien – Public Policy Institute of California, 2021
A year of distance learning under COVID-19 has fueled growing concerns about the academic progress and social and emotional health of children. In particular, worries increased around how the pandemic has affected high-need and underserved students, including English Learners and children with disabilities, children in foster care and from…
Descriptors: Distance Education, COVID-19, Pandemics, School Districts
Cavagnaro, Elizabeth; Mindnich, Jessica Dalesandro; Arac, Derya; Roaseau, Ashley – Children Now, 2014
There is strong consensus in California and in the country around the notions of equal opportunity for all children, and giving kids a chance of having it better than their parents. The reality in California is that most families lack the means and resources to provide their children with the basic building blocks of a productive life in the 21st…
Descriptors: Program Evaluation, Program Effectiveness, At Risk Students, Academic Achievement
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