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Showing all 13 results Save | Export
Reagan D. Murnan – ProQuest LLC, 2023
The genre of persuasive writing requires writers to independently probe their long-term memory to generate pertinent ideas that support their opinion on a given topic. However, many students with high-incidence disabilities struggle with the complex synergy of tasks involved in writing, and in particular generating ideas. A qualitatively dominant…
Descriptors: Students with Disabilities, Writing Instruction, Educational Technology, Technology Uses in Education
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Richardson, Sue Ellen; Koyunkaya, Melike Yigit – Australian Primary Mathematics Classroom, 2017
We have used "GeoGebra," a dynamic geometry software environment, to explore how Year 4 students understand definitions of angles. Seven students defined angle and then completed several activities adapted for the dynamic environment. Afterward, students again shared their definitions of angles. We found that even a short investigation…
Descriptors: Educational Technology, Computer Uses in Education, Computer Software, Mathematics Instruction
Camp, Mary E. – ProQuest LLC, 2018
The purpose of this action research was to evaluate the implementation of technology integration with multiplication concepts (i.e., repeated, arrays, and decomposing numbers) for struggling third grade mathematics students. This study incorporated the use of virtual manipulatives and student think-aloud recordings to measure students' conceptual…
Descriptors: Technology Integration, Educational Technology, Technology Uses in Education, Mathematics Instruction
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Beach, Pamela; Willows, Dale – Online Learning, 2017
This study examined the effectiveness of three types of think aloud methods for understanding elementary teachers' cognitive processes as they used a professional development website. A methodology combining a retrospective think aloud procedure with screen capture technology (referred to as the virtual revisit) was compared with concurrent and…
Descriptors: Cognitive Processes, Online Courses, Faculty Development, Educational Technology
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Karsenti, Thierry; Bugmann, Julien – International Association for Development of the Information Society, 2017
The goal of this study was to explore the educational potential of Minecraft. This project was conducted with 118 elementary-school students from Canada during the 2016-2017 school year. To explore the educational potential of Minecraft on the students, we designed a "Minecraft challenge" for students. 10 game levels of ascending…
Descriptors: Educational Technology, Technology Uses in Education, Elementary School Students, Foreign Countries
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Northrop, Laura; Killeen, Erin – Reading Teacher, 2013
The quick adoption of iPads into the classroom, coupled with the many apps targeting early literacy skills, offers a new way to build early literacy skills with emergent and beginning readers. However, young children may be more proficient with the technology than with the literacy concepts, and may not be maximizing learning, or even learning at…
Descriptors: Literacy Education, Young Children, Educational Technology, Handheld Devices
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Kinnebrew, John S.; Loretz, Kirk M.; Biswas, Gautam – Journal of Educational Data Mining, 2013
Computer-based learning environments can produce a wealth of data on student learning interactions. This paper presents an exploratory data mining methodology for assessing and comparing students' learning behaviors from these interaction traces. The core algorithm employs a novel combination of sequence mining techniques to identify deferentially…
Descriptors: Data Analysis, Middle School Students, Information Retrieval, Student Behavior
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Lindstrom, P.; Gulz, A.; Haake, M.; Sjoden, B. – Journal of Computer Assisted Learning, 2011
The article reports and discusses a long-term qualitative study of forty 8-10-year-old students who regularly played a math game during math lessons for 9 weeks. The goal was to explore the relations between (i) some of the "pedagogical principles" that underlie the game and (ii) the "playing practice" in terms of what actually takes place when…
Descriptors: Video Technology, Play, Educational Technology, Mathematics Instruction
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Tsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng – Educational Technology & Society, 2012
This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and…
Descriptors: Foreign Countries, Educational Games, Computer Games, Outcomes of Education
Chen, Hsin-Yuan – Online Submission, 2009
According to government reports, new Internet technologies present readers with new reading opportunities and challenges (National Institute of Child Health and Human Development, 2000; RAND Reading Study Group [RRSG], 2002). However, we are just beginning to understand the specific complexities that Internet text imposes on the reading…
Descriptors: Middle School Students, Reading Comprehension, Cues, Protocol Analysis
Moss, Barbara, Ed.; Lapp, Diane, Ed. – Guilford Publications, 2009
Upper-elementary students encounter a sometimes dizzying array of traditional and nontraditional texts both in and outside of the classroom. This practical handbook helps teachers in grades 4-6 harness the instructional potential of fiction, poetry, and plays; informational texts; graphic novels; digital storytelling; Web-based and multimodal…
Descriptors: Reading Comprehension, Protocol Analysis, High Stakes Tests, Cartoons
Moss, Barbara, Ed.; Lapp, Diane, Ed. – Guilford Publications, 2009
Even the youngest readers and writers in today's classrooms can benefit enormously from engagement with a wide range of traditional and nontraditional texts. This teacher-friendly handbook is packed with creative strategies for introducing K-3 students to fiction, poetry, and plays; informational texts; graphic novels; digital storytelling;…
Descriptors: Protocol Analysis, High Stakes Tests, Visual Aids, Biographies
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Smith, Glenn Gordon; Middleton, James A. – Australian Educational Computing, 2003
This study compared interaction with a computer vs. observation as learning situations for low and high ability student's learning of spatial visualization and geometric transformations. Thirty-two fifth grade boys took the Differential Aptitude Test, Space Relations Subset (DAT), and then participated in the experiment. Pre-test and post-test…
Descriptors: Protocol Analysis, Low Achievement, Observational Learning, Aptitude Tests