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Misquitta, Radhika; Ghosh, Aditi – International Journal of Disability, Development and Education, 2023
Fluency Assessment and Benchmarking for Literacy in Education (FABLe) is the first mobile application being developed for the assessment of foundational literacy skills in India. FABLe passages are currently available in English for Grades 2, 3 and 4, with plans to expand to other Indian languages. FABLe is designed to administer curriculum-based…
Descriptors: Handheld Devices, Computer Oriented Programs, Foreign Countries, English
Dennis, Lindsay R.; Whalon, Kelly J. – Remedial and Special Education, 2021
A repeated acquisition (RA) design was used to compare the effectiveness of research-based instruction embedded in repeated storybook reading facilitated by an adult or tablet application (app) on the vocabulary knowledge of six preschool children. All participants selected scored below the 40th percentile on the "Preschool Language…
Descriptors: At Risk Students, Preschool Education, Preschool Children, Program Effectiveness
Mehringer, Hannah; Fraga-González, Gorka; Pleisch, Georgette; Röthlisberger, Martina; Aepli, Franziska; Keller, Vera; Karipidis, Iliana I.; Brem, Silvia – Research and Practice in Technology Enhanced Learning, 2020
We assessed the Swiss-German version of GraphoLearn, a computer game designed to support reading by training grapheme-phoneme correspondences. A group of 34 children at risk for dyslexia trained three times a week during 14 weeks, on top of their standard school instruction. The sample was divided into two groups of 18 and 16 children, who started…
Descriptors: Computer Games, Reading Instruction, Computer Oriented Programs, Beginning Reading
Nedungadi, Prema; Devenport, Kathryn; Sutcliffe, Rita; Raman, Raghu – Interactive Learning Environments, 2023
The adult learning ecology has expanded to include digital access, requiring enhancement of theories in the specific context of low-literate learners who may not have previously benefited from educational technology. The Digital Learning Ecology (DLE) framework identifies the three dimensions of context, design, and motivation, considering…
Descriptors: Adult Learning, Adult Literacy, Cognitive Processes, Multimedia Instruction
Lee, Jung Eun; Gao, Zan – Physical Education and Sport Pedagogy, 2020
Background: Quality physical education (PE) lessons tap on the four focal areas: curriculum, instruction, policies and environment (National Association for Sport and Physical Education 2013. "Quality Physical Education NASPE Resource Brief." Reston, VA: American Alliance for Health, Physical Education, Recreation and Dance). One of the…
Descriptors: Telecommunications, Handheld Devices, Physical Education, Physical Activity Level
Blau, Ina; Benolol, Nurit – Interdisciplinary Journal of e-Skills and Lifelong Learning, 2016
Creative computing is one of the rapidly growing educational trends around the world. Previous studies have shown that creative computing can empower disadvantaged children and youth. At-risk youth tend to hold a negative view of self and perceive their abilities as inferior compared to "normative" pupils. The Implicit Theories of…
Descriptors: At Risk Students, High School Students, Theories, Intelligence
D'Agostino, Jerome V.; Rodgers, Emily; Harmey, Sinéad; Brownfield, Katherine – Journal of Early Childhood Literacy, 2016
There is a critical need, according to national policy statements in the United States, to integrate information and communication technologies into instruction, and yet research about the effect of such integration on the literacy learning of at-risk populations is scant. In addition, barriers exist that prevent teachers from realizing the goal…
Descriptors: Handheld Devices, Computer Oriented Programs, Information Technology, Technical Education