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Verwimp, Cara; Snellings, Patrick; Wiers, Reinout W.; Tijms, Jurgen – Journal of Computer Assisted Learning, 2023
Background: Learning which letters correspond to which speech sounds is fundamental for learning to read. Based on previous experimental studies, we developed a serious game aiming to boost letter-speech sound (L-SS) correspondences in a motivational game environment. Objectives: The goal of this study was to determine the efficacy of this game in…
Descriptors: Phoneme Grapheme Correspondence, Reading Instruction, Game Based Learning, Program Effectiveness
Gissel, Stig Toke; Andersen, Simon Calmar – Journal of Computer Assisted Learning, 2021
A large-scale, cluster-randomized controlled field trial (N[subscript classrooms] = 47; N[subscript students] = 1,013) assessed the impact of a digital text-to-speech reading material that supported 8-year-olds' decoding and reading comprehension. An active control group used the most prevalent Danish learning material with a research-based…
Descriptors: Reading Instruction, Decoding (Reading), Reading Comprehension, Elementary School Students
Patel, Priyanka; Torppa, Minna; Aro, Mikko; Richardson, Ulla; Lyytinen, Heikki – Journal of Computer Assisted Learning, 2022
Background: In 2018, it was found that only a quarter of Grade 3 children in India were reading at grade level. A growing demand for English education has further limited children's literacy achievement. Despite a strong evidence base in favour of using systematic phonics for building English literacy skills, many teachers in India continue to use…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Teaching Methods
van Uittert, Anne; Verhoeven, Ludo; Segers, Eliane – Journal of Computer Assisted Learning, 2022
In the present study, a 5-week tablet-based word reading efficiency game intervention (Reading Turbo) was integrated in a comprehensive phonics-based reading curriculum. The aims of the study were to examine whether the game would advance children's word reading efficiency, and to determine the extent to which pre-reading capacities and in-game…
Descriptors: Game Based Learning, Reading Instruction, Reading Fluency, Educational Games
Wilkes, Shani; Kazakoff, Elizabeth R.; Prescott, Jen Elise; Bundschuh, Kristine; Hook, Pamela E.; Wolf, Raffaela; Hurwitz, Lisa B.; Macaruso, Paul – Journal of Computer Assisted Learning, 2020
In the context of trying to improve reading proficiency in elementary school students, this study investigated the use of digital technology as part of a blended learning program, Core5, in kindergarten and first grade classes. A quasi-experimental design compared 283 treatment students instructed in schools using Core5 with 237 control students…
Descriptors: Outcomes of Education, Blended Learning, Primary Education, Kindergarten
Serrano, M.-Á.; Vidal-Abarca, E.; Ferrer, A. – Journal of Computer Assisted Learning, 2018
The use of documents to perform tasks is a continuous task demand in the current knowledge-based society that involves making a series of decisions to self-regulate the use of text information. Low-skilled comprehenders have serious problems monitoring and self-regulating their decisions in these task-oriented reading situations, which has a…
Descriptors: Metacognition, Teaching Methods, Learning Strategies, Intelligent Tutoring Systems
Tingir, S.; Cavlazoglu, B.; Caliskan, O.; Koklu, O.; Intepe-Tingir, S. – Journal of Computer Assisted Learning, 2017
In this meta-analytic study, we investigated the effects of mobile devices on student achievement in science, mathematics and reading in grades K-12. Based on our inclusion criteria, we searched the ERIC and PsycINFO databases and identified 14 peer-reviewed research articles published between 2010 and 2014. We identified the device type, subject…
Descriptors: Handheld Devices, Elementary Secondary Education, Meta Analysis, Academic Achievement
Cordero, Kristina; Nussbaum, Miguel; Ibaseta, Valentina; Otaíza, María José; Chiuminatto, Pablo – Journal of Computer Assisted Learning, 2018
Many researchers and educators believe that reading and writing instruction needs to change in order to reflect the multimodal, technological, interactive nature of communication today. To date, few studies have examined how touchscreen devices may influence primary school students' reading and writing practices. Guided by Vygotsky's notion of…
Descriptors: Elementary School Students, Grade 3, Multiple Literacies, Reading Instruction
Hooshyar, Danial; Yousefi, M.; Wang, M.; Lim, H. – Journal of Computer Assisted Learning, 2018
Although game-based learning has been increasingly promoted in education, there is a need to adapt game content to individual needs for personalized learning. Procedural content generation (PCG) offers a solution for difficulty in developing game contents automatically by algorithmic means as it can generate individually customizable game contents…
Descriptors: Educational Games, Computer Games, Data, Individualized Instruction
Tanimoto, S.; Thompson, R.; Berninger, V. W.; Nagy, W.; Abbott, R. D. – Journal of Computer Assisted Learning, 2015
Computer scientists and educational researchers evaluated effectiveness of computerized instruction tailored to evidence-based impairments in specific learning disabilities (SLDs) in students in grades 4-9 with persisting SLDs despite prior extra help. Following comprehensive, evidence-based differential diagnosis for dysgraphia (impaired…
Descriptors: Grade 4, Grade 5, Grade 6, Grade 8
Lin, C.-P.; Chen, W.; Yang, S.-J.; Xie, W.; Lin, C.-C. – Journal of Computer Assisted Learning, 2014
Improving students' reading comprehension is of significance. In this study, collaborative learning supported by Group Scribbles (GS), a networked technology, was integrated into a primary reading class. Forty-seven 10-year-old students from two 4th grade classes participated in the study. Experimental and control groups were established to…
Descriptors: Elementary School Students, Experimental Groups, Control Groups, Comparative Analysis
Zurita, Gustavo; Nussbaum, Miguel – Journal of Computer Assisted Learning, 2004
There is a need to incorporate constructivist environments in the pedagogical practice. A constructivist learning environment allows students to build up their own knowledge (based on previous one) while working jointly among them in a reflexive process directed by the teacher. Wireless interconnected handhelds can introduce a space that favours…
Descriptors: Grade 1, Educational Environment, Constructivism (Learning), Computer Uses in Education