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Luft, Jeremy C. – ProQuest LLC, 2017
The study utilized a quantitative multiple regression research design looking at the association between home technology use to complete school work and student achievement scores as measured on an online diagnostic assessment. Despite a tremendous amount of literature studying the potential effect of home use of technology on student achievement,…
Descriptors: Family Environment, Technology Uses in Education, Academic Achievement, Statistical Analysis
Long, Janna B. – ProQuest LLC, 2016
The purpose of this study was to investigate the relationship between self-regulated learning (SRL) strategies and student academic performance. Academic performance was measured by final grade (out of 100 points) in courses that were part of the study, and self-regulated learning strategies were assessed by the Motivated Strategies for Learning…
Descriptors: Self Control, Self Management, Academic Achievement, Blended Learning
McGuinness, Thomas Patrick – ProQuest LLC, 2015
This research explores one university's effort to facilitate integrative learning with a reflective ePortfolio process. Integrative learning is conceptualized using a multi-theoretical construct consisting of transfer of learning, reflective practice, and self-authorship. As part of the evaluation of this process, students completed a pre-survey…
Descriptors: Portfolios (Background Materials), Educational Technology, Electronic Publishing, Technology Uses in Education
Ye, Lei – ProQuest LLC, 2013
This scale-up study investigated the impact of a teacher technology tool (Curriculum Customization Service, CCS), curriculum, and online resources on earth science teachers' attitudes, beliefs, and practices and on students' achievement and engagement with science learning. Participants included 73 teachers and over 2,000 ninth-grade students…
Descriptors: Technology Uses in Education, Secondary School Science, Internet, Earth Science
Wale, Christine M. – ProQuest LLC, 2013
Digital games are widely popular and interest has increased for their use in education. Digital games are thought to be powerful instructional tools because they promote active learning and feedback, provide meaningful contexts to situate knowledge, create engagement and intrinsic motivation, and have the ability individualize instruction.…
Descriptors: Academic Achievement, Mathematics, Mathematics Instruction, Mathematical Aptitude