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Rachel Schechter – Online Submission, 2023
Virtual Reading Coach assesses student reading abilities with MindPlay's Universal Screener and automatically develops a unique, differentiated syllabus of instruction and mastery-based activities for every student, thus improving their reading fluency. This report includes its logic model, foundational literature review, and summaries of…
Descriptors: Reading Instruction, Reading Programs, Reading Teachers, Coaching (Performance)
What Works Clearinghouse, 2016
"READ 180®" is a reading program designed for struggling readers who are reading 2 or more years below grade level. It combines online and direct instruction, student assessment, and teacher professional development. "READ 180®" is delivered in 90-minute sessions that include whole-group instruction, three small-group…
Descriptors: Intervention, Reading Programs, Reading Difficulties, Instructional Effectiveness
Lorenzo, Gonzalo; Pomares, Jorge; Lledo, Asuncion – Computers & Education, 2013
This paper presents the use of immersive virtual reality systems in the educational intervention with Asperger students. The starting points of this study are features of these students' cognitive style that requires an explicit teaching style supported by visual aids and highly structured environments. The proposed immersive virtual reality…
Descriptors: Intervention, Learning Strategies, Cognitive Style, Asperger Syndrome
Coleman, Mari Beth; Hurley, Kevin J.; Cihak, David F. – Education and Training in Autism and Developmental Disabilities, 2012
The purpose of this study was to compare the effectiveness and efficiency of teacher-directed and computer-assisted constant time delay strategies for teaching three students with moderate intellectual disability to read functional sight words. Target words were those found in recipes and were taught via teacher-delivered constant time delay or…
Descriptors: Instructional Effectiveness, Computers, Sight Vocabulary, Mental Retardation
Tobias, Sigmund, Ed.; Fletcher, J. D., Ed. – IAP - Information Age Publishing, Inc., 2011
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…
Descriptors: Evidence, Constructivism (Learning), Play, Video Games