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Frederick J. Poole; Matthew D. Coss; Jody Clarke-Midura – Language Learning & Technology, 2025
This study explored the use of stealth assessments within a digital game to assess second language (L2) Chinese learners' reading comprehension. Log data tracking learners' in-game behaviors from a game designed for Chinese dual language immersion classrooms (Poole et al., 2022) were used to construct Bayesian Belief Networks to model reading…
Descriptors: Second Language Instruction, Second Language Learning, Reading Comprehension, Game Based Learning
Deborah K. Reed; Emily Martin; Eliot Hazeltine; Bob McMurray – Journal of Special Education Technology, 2020
To inform the development of gamified assessments, this study explored how students with or at risk for reading difficulties in Grades 6-8 (N = 202) perceived and interacted with a decoding assessment designed with gamification characteristics. Three data sources enhanced the methodological triangulation: observations and scores from testing,…
Descriptors: Student Attitudes, Game Based Learning, Reading Tests, Reading Difficulties
Poole, Frederick J.; Clarke-Midura, Jody – Language Learning & Technology, 2023
Research involving digital games and language learning is rapidly growing. One advantage of using digital games to support language learning is the ability to collect data on students learning in real time. In this study, we use educational data mining methods to explore the relationship between in-game data and elementary students' Chinese…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, Data Analysis
Pattemore, Matthew; Gilabert, Roger – Language Learning Journal, 2023
This study investigates the provision of two types of auditory elaborative automated digital feedback (metalinguistic and informational) in the context of a digital game for reading skills development in English as a foreign language. Nineteen 11-year-old Spanish-Catalan school children played through two digital minigames while their…
Descriptors: Eye Movements, Spanish, Romance Languages, English (Second Language)
Marsa, Shella Septina; Kuspiyah, Hastuti Retno; Agustina, Eka – Journal of English Teaching, 2021
Kahoot! Game is one of the advancements in learning technology. It can facilitate and motivate the students for being active and understanding the content of the text. This study aimed to find out whether there is or not any significant difference between the students who are taught by using Kahoot! Game and the students who are taught by using a…
Descriptors: Games, Learning Motivation, Reading Comprehension, Reading Achievement
Winn, Tiffany; Miller, Julia; van Steenbrugge, Willem – Australian Journal of Teacher Education, 2020
This paper addresses a gap in research regarding the efficacy of software programs to help children with reading difficulties. Forty-two children aged 5-13 years identified as poor readers participated in a study over twelve weeks using ReadingDoctor, a software program targeting phonemic awareness, orthographic-phonemic mappings, decoding ability…
Descriptors: Phonemic Awareness, Phonological Awareness, Decoding (Reading), Word Recognition
McCarthy, Kathryn S.; Watanabe, Micah; Dai, Jianmin; McNamara, Danielle S. – Journal of Research on Technology in Education, 2020
Computer-based learning environments (CBLEs) provide unprecedented opportunities for personalized learning at scale. One such system, iSTART (Interactive Strategy Training for Active Reading and Thinking) is an adaptive, game-based tutoring system for reading comprehension. This paper describes how efforts to increase personalized learning have…
Descriptors: Game Based Learning, Reading Comprehension, High School Students, Educational Technology
McCarthy, Kathryn S.; Watanabe, Micah; Dai, Jianmin; McNamara, Danielle S. – Grantee Submission, 2020
Computer-based learning environments (CBLEs) provide unprecedented opportunities for personalized learning at scale. One such system, iSTART (Interactive Strategy Training for Active Reading and Thinking) is an adaptive, game-based tutoring system for reading comprehension. This paper describes how efforts to increase personalized learning have…
Descriptors: Game Based Learning, Reading Comprehension, High School Students, Educational Technology
Kam Tse, Shek; Zhu, Yu; Yan Hui, Sau; Ng, Hung Wai – Australian Journal of Education, 2017
The English and Chinese reading proficiency of 1376 Grade 4 students in 24 Hong Kong primary schools were assessed using measures developed for the Progress in International Reading Literacy Study. Students' parents provided information about home reading activities (HRA) aimed at supporting their children's reading prior to them entering school…
Descriptors: Family Environment, Early Reading, Emergent Literacy, Reading Aloud to Others