Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 4 |
Descriptor
Source
Grantee Submission | 1 |
Journal of English Teaching | 1 |
Journal of Research on… | 1 |
Journal of Special Education… | 1 |
Author
Dai, Jianmin | 2 |
McCarthy, Kathryn S. | 2 |
McNamara, Danielle S. | 2 |
Watanabe, Micah | 2 |
Agustina, Eka | 1 |
Bob McMurray | 1 |
Deborah K. Reed | 1 |
Eliot Hazeltine | 1 |
Emily Martin | 1 |
Kuspiyah, Hastuti Retno | 1 |
Marsa, Shella Septina | 1 |
More ▼ |
Publication Type
Reports - Research | 4 |
Journal Articles | 3 |
Education Level
Secondary Education | 3 |
High Schools | 2 |
Higher Education | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Postsecondary Education | 1 |
Audience
Location
Indonesia | 1 |
Laws, Policies, & Programs
Assessments and Surveys
Gates MacGinitie Reading Tests | 2 |
What Works Clearinghouse Rating
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
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
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