NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 3 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Brooks, D. Christopher – British Journal of Educational Technology, 2011
The objective of this research is to identify the relationship between formal learning spaces and student learning outcomes. Using a quasi-experimental design, researchers partnered with an instructor who taught identical sections of the same course in two radically different formal learning environments to isolate the impact of the physical…
Descriptors: Quasiexperimental Design, Active Learning, Classroom Environment, Conventional Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Barab, Sasha A.; Gresalfi, Melissa; Ingram-Goble, Adam – Educational Researcher, 2010
Videogames are a powerful medium that curriculum designers can use to create narratively rich worlds for achieving educational goals. In these worlds, youth can become scientists, doctors, writers, and mathematicians who critically engage complex disciplinary content to transform a virtual world. Toward illuminating this potential, the authors…
Descriptors: Play, Research Methodology, Video Games, Educational Objectives
Dynarski, Mark; Agodini, Roberto; Heaviside, Sheila: Novak, Timothy; Carey, Nancy; Campuzano, Larissa; Means, Barbara; Murphy, Robert; Penuel, William; Javitz, Hal; Emery, Deborah; Sussex, Willow – National Center for Education Evaluation and Regional Assistance, 2007
The National Center for Education Evaluation and Regional Assistance produced this major study of the effectiveness of education technology. Mandated by Congress, the report uses scientifically based research methods and control groups to focus on the impact of technology on student academic achievement. Thirty-three districts, 132 schools, and…
Descriptors: Program Effectiveness, Grouping (Instructional Purposes), Grade 1, Grade 4