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Guo, Xin; Cheung, Alan C. K.; Abrami, Philip C.; Wade, Anne – Educational Technology Research and Development, 2023
This study investigated the effectiveness of ABRACADABRA (ABRA), a web-based literacy program, developed by the Center for the Study of Learning and Performance at Concordia University, in facilitating the literacy attainment of third-grade primary school students in an area of rural China. Researchers shared the experiences of localizing ABRA to…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Rural Schools
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Haya Shamir; David Pocklington; Kathryn Feehan; Erik Yoder – Online Submission, 2019
Game-based learning (GBL) is becoming a more widespread style of education; however, there is a lack of research on the benefits of GBL on students' early literacy skills. This study explores the effectiveness of a computer adaptive GBL curriculum, Waterford Early Learning (WEL) during the 2016-2017 school year. Kindergarten, first grade, and…
Descriptors: Game Based Learning, Program Effectiveness, Computer Assisted Instruction, Emergent Literacy
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Grantee Submission, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Marzano Research, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement