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Meng-Tzu Cheng; Wen-Chi Chou; Mei-En Hsu; Fu-Chung Cheng – Journal of Biological Education, 2024
There have been growing calls for inquiry, a practice-oriented way of engaging students in authentic scientific work, yet research has shown some challenges that might impede inquiry practices in educational settings. In this study, we proposed an approach that blends educational gaming with physical experiments. We developed an educational game,…
Descriptors: High School Students, Inquiry, Science Instruction, Game Based Learning
Alice Barana; Marina Marchisio Conte; Sara Omegna – International Association for Development of the Information Society, 2024
This study investigates the relationship between students' problem-solving skills in solving mathematical problems and asynchronous collaboration in digital learning environments. The research focuses on the Digital Math Training (DMT) project, designed by the DELTA research group at the University of Turin, which aims to enhance students' digital…
Descriptors: Mathematics Instruction, Problem Solving, Asynchronous Communication, Cooperative Learning
Nurhayati; Ampera, Dina; Chalid, Surniati; Farihah; Baharuddin – International Journal of Education in Mathematics, Science and Technology, 2021
This research development is motivated by low learning outcomes Art Culture students of class XI software engineering 1 SMK Negeri 14 Medan. This study aims to (1) describe the design of blended learning development, (2) to describe the validity of the blended learning development result, and (3) to know the effectiveness of the use of blended…
Descriptors: Foreign Countries, Computer Software, Flipped Classroom, Blended Learning
David R. Maddock; Daniel W. Eadens – International Journal of Educational Leadership Preparation, 2024
Edgenuity is a one of a multitude of digital support tools for instruction and intervention. In 2019,a School District in the South began using Edgenuity -- a digital intervention platform focused on grade and credit recovery. This current study evaluated Edgenuity to determine its effects on students learning and the associated cost. For the…
Descriptors: Educational Technology, Program Effectiveness, Intervention, Cost Effectiveness
Husaeni, Dwi Fitria Al; Budisantoso, Enrico Nabil Qois; Urwah, Mushfani Ainul; Azizah, Nissa Nur; Dinata, Putri Zukhruf; Apriliany, Shandini; Siregar, Herbert – Journal of Science Learning, 2022
This study aims to evaluate the effect of the use and development of interactive and visual learning media in learning looping by utilizing a web-based digital platform called Loopers. The research design used a qualitative descriptive with case study approach in-depth interview technique. The subjects of this research are five students of the…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Vocational Education
Moorman, Lynn; Djavaherpour, Hessam; Etemad, Katayoon; Samavati, Faramarz F. – Journal of Geography, 2021
A novel method to create a physicalization of Digital Earth resulted a new type of analogue and tactile geographic information system (GIS). The model was tested by students in Australia, who shared insights into how the model supported their learning about the concept of "overlay" while providing an interesting and engaging learning…
Descriptors: Geography Instruction, Spatial Ability, Geographic Information Systems, Foreign Countries
Rahimi, Seyedahmad; Shute, Valerie; Kuba, Renata; Dai, Chih-Pu; Yang, Xiaotong; Smith, Ginny; Alonso Fernández, Cristina – Grantee Submission, 2021
We examined the use and effectiveness of an incentive system--one of the five elements of a theory-based motivational architecture in educational games that we proposed--in a computer-based physics game on students' learning and performance. The incentive system's purpose was to motivate students to access learning supports designed to facilitate…
Descriptors: Educational Games, Incentives, Student Motivation, Program Effectiveness
Leite, Walter L.; Cetin-Berber, Dee D.; Huggins-Manley, Anne C.; Collier, Zachary K.; Beal, Carole R. – Grantee Submission, 2019
Although the use of technology in the K12 classroom has been shown to have a positive impact, research on the use of open education resources (OER) is relatively limited, especially research focusing on low-achieving students. The present study examines the relationship between usage of Algebra Nation, a self-guided system that provided…
Descriptors: Educational Technology, Technology Uses in Education, Video Technology, Algebra
Bhuyan, Jay; Wu, Fan; Thomas, Cassandra; Koong, Kai; Hur, Jung Won; Wang, Chih-hsuan – TechTrends: Linking Research and Practice to Improve Learning, 2020
This paper describes the design, implementation, and results of an NSF funded Summer Academy from 2016 to 2018, which engaged, on an annual basis, 30 to 60 rising 10th and 11th grade high school science students in an innovative, technology-enriched Project Based Learning (PBL) environment. This Academy emphasized how tech gadgets work and the…
Descriptors: Teaching Methods, Grade 10, Grade 11, High School Students
Chen, Juanjuan; Wang, Minhong; Grotzer, Tina A.; Dede, Chris – Journal of Research in Science Teaching, 2018
The use of external representations has a potential to facilitate inquiry learning, especially in hypothesis generation and scientific reasoning, which are typical difficulties encountered by students. This study proposes and investigates the effects of a three-dimensional thinking graph (3DTG) that allows learners to combine in a single image,…
Descriptors: Inquiry, Teaching Methods, Grade 11, Graphs
Ritson, Darren J. – ProQuest LLC, 2019
A traditional mode of Earth Science instruction in public day high schools for students with severe emotional behavioral disorders (EBD) is teacher-delivered lectures supported with paper-based laboratory exercises. These laboratory experiences are often presented through worksheet problems that students are asked to solve and return to the…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, High School Students
Howard, Brendan James – ProQuest LLC, 2017
The iPad and other mobile devices have become so popular over the past few years that many school districts are purchasing these devices and implementing them in the classroom with little to no research. Because there has been no previous research at one rural school district in Michigan, the primary purpose of this quantitative causal-comparative…
Descriptors: Grade 11, Educational Technology, Technology Uses in Education, Handheld Devices
Miller, Julia; Connell, Emma – Wilder Research, 2021
The MacPhail Center for Music Online School Partnerships program aims to increase access to high-quality music education for students who attend schools in Greater Minnesota in order to improve student interest and knowledge in music, and to improve or maintain positive school engagement and non-academic skills. The MacPhail Teaching Artists work…
Descriptors: Music Education, Musicians, Cooperative Planning, Online Courses
What Works Clearinghouse, 2016
"University of Chicago School Mathematics Project" ("UCSMP") is a core mathematics curriculum that emphasizes problem solving, real-world applications, and the use of technology. The curriculum is based on a student-centered approach with a focus on active learning that incorporates reading and uses a flexible lesson…
Descriptors: Mathematics Instruction, Mathematics Curriculum, Problem Solving, Relevance (Education)
Phillips, Andrea; Pane, John F.; Bogart, Andy – RAND Corporation, 2018
The Kentucky Valley Educational Cooperative and Green River Regional Educational Cooperative received an Investing in Innovation (i3) development grant from the U.S. Department of Education to implement the Creating College and Career Readiness (C3R) initiative. The initiative offered a suite of software developed by WIN Learning (WIN) to support…
Descriptors: Career Readiness, College Readiness, Program Effectiveness, Program Evaluation
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