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Daevesh Singh; Ramkumar Rajendran – Smart Learning Environments, 2024
The relationship between cognitive engagement and learning gains in computer programming has not been well-studied. This study examined the relationship between students' cognitive engagement and learning gains in the context of Python programming. Cognitive engagement, defined by the Interactive, Constructive, Active, Passive (ICAP) framework,…
Descriptors: Programming, Learner Engagement, Thinking Skills, Time Management
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Ahmed Tlili; Michael Agyemang Adarkwah; Soheil Salha; Juan Garzón; Kinshuk; Daniel Burgos – Interactive Learning Environments, 2024
While several studies have investigated the effects of educational games in education, less attention has been paid specifically to the effects of educational mobile games in education. To address this gap, this study conducted a meta-analysis and research synthesis of 38 studies (N = 3302 participants) to investigate the effects of educational…
Descriptors: Educational Games, Puzzles, Handheld Devices, Technology Uses in Education
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Spiteri, Jane; Deguara, Josephine; Muscat, Tania; Bonello, Charmaine; Farrugia, Rosienne; Milton, Josephine; Gatt, Suzanne; Said, Lara – Educational and Developmental Psychologist, 2023
Objective: While it is widely acknowledged that the COVID-19 pandemic has created disruptions in children's learning trajectories, the literature suggests that there is little empirical research to support this claim. Method: This rapid review of the literature was carried out to explore the impact of the COVID-19 pandemic on children's learning,…
Descriptors: COVID-19, Pandemics, Achievement Gains, Academic Achievement
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Lillie Moffett; Christina Weiland; Meghan P. McCormick; JoAnn Hsueh; Catherine Snow; Jason Sachs – Grantee Submission, 2024
Research Findings: Prior research has demonstrated the importance of young children's executive functioning (EF) skills for their success in schooling and beyond. However, the field lacks an understanding of how children's EF skills manifest in context. In the present study, we relate children's classroom off-task behavior to their EF skills.…
Descriptors: Academic Achievement, Preschool Children, Time on Task, Executive Function
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Mayra Stefany Torres-Munares; Ada Cristina Hurtado-Flores; Ernesto Adolfo Carrera-Salas – Cogent Education, 2024
College students often face difficulties managing their time due to a lack of basic organizational skills. The research proposes the implementation of a mobile application to improve time management based on gamification as a solution to promote compliance with academic activities. For the correct development of these academic activities, the SOAR…
Descriptors: Foreign Countries, Undergraduate Students, Gamification, Technology Uses in Education
Herston, Jamie Weeden – ProQuest LLC, 2023
The purpose of this study was to gain greater understanding of leadership practices in schools for D/HH students. This study specifically looked at the Four Paths Model of Leadership and sought to explore the variables within the Rational Path Model and school leadership influence on student learning through academic culture, a general term used…
Descriptors: Deafness, Hearing Impairments, Special Schools, Leaders
Rennie Center for Education Research & Policy, 2022
Massachusetts has received $2.9 billion in Elementary and Secondary School Emergency Relief (ESSER) funding, with the vast majority going to districts. Across the state, almost all of the first round of funding (ESSER I) and the majority of the second round (ESSER II) has been spent. Districts now have until September 2024 to spend the remainder…
Descriptors: Federal Aid, Emergency Programs, Grants, Elementary Secondary Education
Rau, Martina A.; Herder, Tiffany – Grantee Submission, 2021
Abundant prior research has compared effects of physical and virtual manipulatives on students' conceptual learning. However, most prior research has been based on conceptual salience theory; that is, it has explained mode effects by the manipulative's capability to draw students' attention to conceptually relevant (visual or haptic) features.…
Descriptors: Manipulative Materials, Undergraduate Students, Computer Simulation, Nuclear Physics
Ismael Sanz; J. D. Tena – Annenberg Institute for School Reform at Brown University, 2021
One of the most obvious and not sufficiently well understood political decisions in education regards the optimal amount of instruction time required to improve academic performance. This paper considers an unexpected, exogenous regulatory change that reduced the school calendar of non-fee-paying schools (public and charter schools) in the Madrid…
Descriptors: Foreign Countries, School Schedules, Time Factors (Learning), Time on Task
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Bronson Hui; Björn Rudzewitz; Detmar Meurers – Language Learning & Technology, 2023
Interactive digital tools increasingly used for language learning can provide detailed system logs (e.g., number of attempts, responses submitted), and thereby a window into the user's learning processes. To date, SLA researchers have made little use of such data to understand the relationships between learning conditions, processes, and outcomes.…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Learning Processes
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Yanagisawa, Akifumi; Webb, Stuart – Language Learning, 2021
The involvement load hypothesis (ILH) was designed to predict the effectiveness of instructional tasks for incidental L2 vocabulary learning. In this meta-analysis we examined 398 effect sizes from 42 empirical studies (N = 4,628) to explore (a) the overall predictive ability of the ILH, (b) the relative effects of different components of the ILH…
Descriptors: Linguistic Theory, Vocabulary Development, Second Language Learning, Second Language Instruction
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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
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Whalley, W. Brian – Assessment & Evaluation in Higher Education, 2016
The concepts of optimal foraging theory and the marginal value theorem are used to investigate possible student behaviour in accruing marks in various forms of assessment. The ideas of predator energy consumption, handling and search times can be evaluated in terms of student behaviour and gaining marks or "attainment". These ideas can…
Descriptors: Student Evaluation, Student Behavior, Grades (Scholastic), Time on Task
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Loewen, Shawn; Crowther, Dustin; Isbell, Daniel R.; Kim, Kathy Minhye; Maloney, Jeffrey; Miller, Zachary F.; Rawal, Hima – ReCALL, 2019
The growing availability of mobile technologies has contributed to an increase in mobile-assisted language learning in which learners can autonomously study a second language (L2) anytime or anywhere (e.g. Kukulska-Hulme, Lee & Norris, 2017; Reinders & Benson, 2017). Research investigating the effectiveness of such study for L2 learning,…
Descriptors: Second Language Learning, Second Language Instruction, Computer Software, Correlation
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Cattaneo, Maria A.; Oggenfuss, Chantal; Wolter, Stefan C. – Education Economics, 2017
Building on earlier work that explored within-student variation in hours of instruction across school subjects, we investigate the impact of instruction time on student test scores in Switzerland, as measured by the PISA 2009 test. Our results confirm the results of previous studies of a positive effect of instruction time on student performance.…
Descriptors: Performance Based Assessment, Time Factors (Learning), Time on Task, Scores
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