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Yang, Dandan; Zargar, Elham; Adams, Ashley Marie; Day, Stephanie L.; Connor, Carol McDonald – Assessment for Effective Intervention, 2021
Stealth assessment has been successfully embedded in educational games to measure students' learning in an unobtrusive and supportive way. This study explored the possibility of applying stealth assessment in a digital reading platform and sought to identify potential in-system indicators of students' digital learning outcomes. Utilizing the user…
Descriptors: Electronic Publishing, Books, Computer Assisted Instruction, Reading Processes
Computer Assisted English Language Learning in Costa Rican Elementary Schools: An Experimental Study
Alvarez-Marinelli, Horacio; Blanco, Marta; Lara-Alecio, Rafael; Irby, Beverly J.; Tong, Fuhui; Stanley, Katherine; Fan, Yinan – Computer Assisted Language Learning, 2016
This study presents first-year findings of a 25-week longitudinal project derived from a two-year longitudinal randomized trial study at the elementary school level in Costa Rica on effective computer-assisted language learning (CALL) approaches in an English as a foreign language (EFL) setting. A pre-test-post-test experimental group design was…
Descriptors: Foreign Countries, Limited English Speaking, Language Proficiency, Longitudinal Studies
Schaaf, Ryan – Canadian Journal of Action Research, 2012
Digital Game-Based Learning (DGBL) activities were examined in comparison with effective, research-based learning strategies to observe any difference in student engagement and time-on task behavior. Experimental and control groups were randomly selected amongst the intermediate elementary school students ages 8 to 10 years old. Student…
Descriptors: Learner Engagement, Educational Strategies, Control Groups, Elementary School Students