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Kerr, Deirdre – Journal of Educational Data Mining, 2015
This study uses information about in-game strategy use, identified through cluster analysis of actions in an educational video game, to make data-driven modifications to the game in order to reduce construct-irrelevant behavior. The examination of student strategies identified through cluster analysis indicated that (a) it was common for students…
Descriptors: Information Retrieval, Data Analysis, Video Games, Educational Games
Kerr, Deirdre – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2014
Educational video games provide an opportunity for students to interact with and explore complex representations of academic content and allow for the examination of problem-solving strategies and mistakes that can be difficult to capture in more traditional environments. However, data from such games are notoriously difficult to analyze. This…
Descriptors: Identification, Misconceptions, Scoring Rubrics, Educational Games
Nicaise, Virginie; Kahan, David – Research Quarterly for Exercise and Sport, 2013
Purpose: Some religions espouse doctrines that (in)directly impact physical activity (PA) behavior. Yet limited PA interventions have been tailored to religious minorities. Thus, a formative study was conducted to examine the effect of a faith-based pedometer program (Virtual Umra) on psychological correlates of PA behavior and their contribution…
Descriptors: Psychological Patterns, Student Participation, Muslims, Physical Activities
Straight, Carli A. – ProQuest LLC, 2012
One of the missions of California Community Colleges (CCCs) is to provide career and technical education (CTE) to students that will prepare them for the workforce. Major funding for CTE programs comes from grant monies that are tied to the condition that institutions must demonstrate an effort to increase the participation and completion rates of…
Descriptors: Community Colleges, College Students, Intervention, Nontraditional Education
Park, Youngmin; Warschauer, Mark – Language Learning & Technology, 2016
This experimental study examined how the reading and writing development of sixth-grade L2 students was affected by syntactic enhancement. Visual-syntactic text formatting (VSTF) technology, which visualizes syntactic structures, was used to convert a textbook to the one with syntactic enhancement. The sample (n = 282), which was drawn from a…
Descriptors: Syntax, Second Language Learning, Literacy, English (Second Language)
Perry, David R.; Steck, Andy K. – Computers in the Schools, 2015
Teachers are increasingly integrating mobile digital technology into the classroom. The purpose of this study was to assess the effect of incorporating iPads in a secondary-level geometry course on academic achievement, student engagement, self-efficacy, and meta-cognitive self-regulation. Students in the iPad-using classroom experienced lower…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Self Efficacy
Donovan, Loretta; Green, Tim; Hansen, Laurie E. – Journal of Research on Technology in Education, 2012
This study compares teacher candidates' initial and changed beliefs, dispositions, and uses of technology in two credential program models: a one-to-one laptop program with ubiquitous technology use and a traditional credential program in which students are expected to have specific technology experiences and requirements in each course (a model…
Descriptors: Expertise, Credentials, Models, Educational Technology