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Chiu, Fu-Yuan; Hsieh, Mei-Ling – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This study developed a set of Role-playing game (RPG), which was used to explore whether significant differences exist in academic performance and learning attitudes between RPG-based assessment and traditional lectures. This study also investigated the satisfaction of students toward the RPG scenario. Research participants included 100 second…
Descriptors: Mathematics Instruction, Educational Technology, Technology Uses in Education, Grade 2
Redcay, Jessica D.; Preston, Sean M. – Interactive Technology and Smart Education, 2016
Purpose: This study aims to examine the differences in second grade students' reading fluency and comprehension scores when using varying levels of teacher-guided iPad® app instruction to determine effective reading practices. Design/methodology/approach: This study reports the results of the quasi-experimental pre-post study by providing…
Descriptors: Grade 2, Elementary School Students, Reading Fluency, Reading Comprehension
del Moral-Pérez, Mª Esther; Fernández-García, Laura Carlota; Guzmán-Duque, Alba Patricia – Electronic Journal of Research in Educational Psychology, 2015
Introduction: Our research focused on studying the extent to which the planned, systematic use of educational videogames can result in the generation of learning contexts conducive to developing Multiple Intelligences (MIs) amongst schoolchildren. Methodology: A twofold methodological approach was adopted: a) qualitative: previous assessment and…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Multiple Intelligences
The Benefits of a Challenge: Student Motivation and Flow Experience in Tablet-PC-Game-Based Learning
Hung, Cheng-Yu; Sun, Jerry Chih-Yuan; Yu, Pao-Ta – Interactive Learning Environments, 2015
Advances in technology have led to continuous innovation in teaching and learning methods. For instance, the use of tablet PCs (TPCs) in classroom instruction has been shown to be effective in attracting and motivating students' interest and increasing their desire to participate in learning activities. In this paper, we used a TPCs game--an iPad…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Educational Games
Abrami, Philip C.; Wade, C. Anne; Lysenko, Larysa; Marsh, Jonathon; Gioko, Anthony – Education and Information Technologies, 2016
The research explores the impact of interactive, multimedia literacy software (ABRA) on the reading skills of early elementary students in Kenya. Twelve grade two English teachers and their students from six schools were randomly divided in half: an experimental group (N = 180) where ABRA was part of their English Language instruction and a…
Descriptors: Literacy, Educational Technology, Foreign Countries, Grade 2
Caldwell, Bettie Johnson – ProQuest LLC, 2013
The issue of struggling readers is a major concern in the field of education. An overwhelming number of students are beginning school ill-equipped to read. The purpose of this quantitative study was to explore the effect of an interactive literacy website on the reading comprehension scores of 2nd grade students identified as struggling readers.…
Descriptors: Reading Instruction, Reading Difficulties, Web Sites, Interaction
Cohen, Miriam – ProQuest LLC, 2012
The outcome of American students' performances during international comparisons consistently scoring inadequately in mathematics exposes the crisis of deficient mathematics achievement thus causing deep concerns. Learners who acquire a strong theoretical foundation in mathematics at the primary level thrived later in more advanced level…
Descriptors: Elementary School Mathematics, Computer Assisted Instruction, Educational Technology, Mathematics Achievement
Slavin, Robert E.; Madden, Nancy A.; Quint, Janet – Society for Research on Educational Effectiveness, 2014
"Success for All" (SFA) is one of the best known and thoroughly evaluated school reform models. Further evaluation of the initiative is especially important for two reasons. First, the program model has continued to evolve over time, with a greater emphasis placed on the use of engaging technology in the classroom and on the deployment…
Descriptors: Reading Achievement, Reading Programs, Reading Instruction, Educational Innovation
Shin, Namsoo; Sutherland, LeeAnn M.; Norris, Cathleen A.; Soloway, Elliot – British Journal of Educational Technology, 2012
This paper reports the effects of game technology on student learning in mathematics as investigated in two data sets collected from slightly different subjects. In the first, 41 second graders (7 or 8 years old) from two classes used either a technology-based game or a paper-based game for 5 weeks. For the next 13 weeks, both classes used a…
Descriptors: Ethnicity, Academic Achievement, Statistical Analysis, Grade 2
Slavin, Robert E.; Lake, Cynthia; Davis, Susan; Madden, Nancy A. – Center for Research and Reform in Education, 2010
This guide summarizes "Effective Programs for Struggling Readers: A Best Evidence Synthesis," a research review conducted by Johns Hopkins University's Center for Research and Reform in Education. The purpose of the review was to evaluate the achievement outcomes of alternative approaches for struggling readers in grade K-5: (1) one-to-one…
Descriptors: Low Achievement, Tutoring, Educational Technology, Phonetics