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Baloch, Sidrah; Kane, Thomas J.; Scherer, Ethan; Staiger, Douglas O. – Annenberg Institute for School Reform at Brown University, 2021
Educators must balance the needs of students who start the school year behind grade level with their obligation to teach grade-appropriate content to all students. Educational software could help educators strike this balance by targeting content to students' differing levels of mastery. Using a regression discontinuity design and detailed…
Descriptors: Educational Technology, Computer Software, Computer Uses in Education, Acceleration (Education)
Hui, Bowen – International Journal of Information and Learning Technology, 2022
Purpose: The purpose of this work is to illustrate the processes involved in managing teams in order to assist designers and developers to build software that support teamwork. A deeper investigation into the role of team analytics is discussed in this article. Design/methodology/approach: Many researchers over the past several decades studied the…
Descriptors: Design, Guidelines, Research Needs, Teamwork
Mark Bodner; Andrew Coulson – Grantee Submission, 2021
A randomized controlled trial group design study funded by IES NCR Grant R305A090527 was conducted in which 16,307 3rd, 4th, and 5th grade students in 52 school grade-level clusters were randomly assigned to receive ST Math (program revision Gen3), a supplemental mathematics software instructional intervention, or to a business-as-usual…
Descriptors: Mathematics Instruction, Computer Software, Computer Uses in Education, Elementary School Students
Parette, Howard P.; Hourcade, Jack J.; Blum, Craig; Watts, Emily H.; Stoner, Julia B.; Wojcik, Brian W.; Chrismore, Shannon B. – Early Childhood Education Journal, 2013
This article presents a preliminary examination of the potential of Technology User Groups as a professional development venue for early childhood education professionals in developing operational and functional competence in using hardware and software components of a Technology toolkit. Technology user groups are composed of varying numbers of…
Descriptors: Educational Technology, Children, Early Childhood Education, Preschool Children
Zheng, Binbin; Warschauer, Mark; Hwang, Jin Kyoung; Collins, Penelope – Journal of Science Education and Technology, 2014
This year-long, quasi-experimental study investigated the impact of the use of netbook computers and interactive science software on fifth-grade students' science learning processes, academic achievement, and interest in further science, technology, engineering, and mathematics (STEM) study within a linguistically diverse school district in…
Descriptors: Quasiexperimental Design, Grade 5, Elementary School Science, Science Instruction
Hourcade, Jack J.; Parette, Howard P., Jr.; Boeckmann, Nichole; Blum, Craig – Early Childhood Education Journal, 2010
This paper outlines the use of a technology toolkit to support emergent literacy curriculum and instruction in early childhood education settings. Components of the toolkit include hardware and software that can facilitate key emergent literacy skills. Implementation of the comprehensive technology toolkit enhances the development of these…
Descriptors: Early Childhood Education, Educational Technology, Emergent Literacy, Teaching Methods
Parette, Howard P.; Blum, Craig; Boeckmann, Nichole M.; Watts, Emily H. – Early Childhood Education Journal, 2009
This article focuses on use of Microsoft[R] PowerPoint[TM] paired with direct instruction (DI) to teach word recognition to young children at risk. DI has been a widely used teaching method for over 40 years, and is often used to teach emergent literacy skills. Recent DI research with preschoolers at risk has suggested the potential for using…
Descriptors: Direct Instruction, Word Recognition, Computer Software, Computer Uses in Education
Habgood, M. P. Jacob; Ainsworth, Shaaron E. – Journal of the Learning Sciences, 2011
The concept of "intrinsic motivation" lies at the heart of the user engagement created by digital games. Yet despite this, educational software has traditionally attempted to harness games as extrinsic motivation by using them as a sugar coating for learning content. This article tests the concept of "intrinsic integration" as…
Descriptors: Educational Games, Incentives, Student Motivation, Time on Task
Wade, Erin; Boon, Richard T.; Spencer, Vicky G. – Learning Disabilities: A Contemporary Journal, 2010
The aim of this research brief was to explore the efficacy of story mapping, with the integration of Kidspiration[C] software, to enhance the reading comprehension skills of story grammar components for elementary-age students. Three students served as the participants, two in third grade and one in fourth, with specific learning disabilities…
Descriptors: Reading Comprehension, Story Grammar, Learning Disabilities, Computer Software
Ogilvie, Gina M. – ProQuest LLC, 2011
Technology usage is increasing important for community college students, but whether nontraditional students differ from traditional students in technology usage and support was unclear. Further, it was not known whether Nontraditional and Traditional community college students feel equally connected to the college when using social networking…
Descriptors: Learner Engagement, Nontraditional Students, Two Year College Students, Community Colleges
Schaffhauser, Dian – Campus Technology, 2009
Using data to track and manage student enrollment is steadily becoming a standard practice on both two-year and four-year campuses. Data mining enables colleges to create predictive models for identifying behaviors that put students at risk for dropping out, flag students who engage in these behaviors, and help identify practices that work in…
Descriptors: Community Colleges, Educational Strategies, Academic Support Services, Attendance Patterns