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Collette Marie Lere' London – ProQuest LLC, 2024
The purpose of this quantitative, quasi-experimental study was to determine if, and to extent, there is a statistically significant difference between pre and posttest critical thinking scores of U.S. Navy Operations Specialist A-school participants in an adaptive technology training environment and those in the traditional learning environment.…
Descriptors: Military Training, Armed Forces, Critical Thinking, Skill Development
Yu Wang – ProQuest LLC, 2024
The multiple-choice (MC) item format has been widely used in educational assessments across diverse content domains. MC items purportedly allow for collecting richer diagnostic information. The effectiveness and economy of administering MC items may have further contributed to their popularity not just in educational assessment. The MC item format…
Descriptors: Multiple Choice Tests, Cognitive Tests, Cognitive Measurement, Educational Diagnosis
Nixi Wang – ProQuest LLC, 2022
Measurement errors attributable to cultural issues are complex and challenging for educational assessments. We need assessment tests sensitive to the cultural heterogeneity of populations, and psychometric methods appropriate to address fairness and equity concerns. Built on the research of culturally responsive assessment, this dissertation…
Descriptors: Culturally Relevant Education, Testing, Equal Education, Validity
Chen, Guanhua – ProQuest LLC, 2018
This study is part of a larger design study that iteratively improves a robotics programming curriculum as well as a computational thinking (CT) instrument. Its focus was majorly on CT assessment and particularly on an online CT instrument with logging functionality that can store a student's problem-solving process by recording interactions…
Descriptors: Elementary School Students, Test Construction, Cognitive Tests, Computer Assisted Testing
Lamb, Richard L. – ProQuest LLC, 2013
Serious Educational Games (SEGs) have been a topic of increased popularity within the educational realm since the early millennia. SEGs are generalized form of Serious Games to mean games for purposes other than entertainment but, that also specifically include training, educational purpose and pedagogy within their design. This rise in popularity…
Descriptors: Educational Games, Models, Artificial Intelligence, Neurological Organization