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Lee, Victor R.; Drake, Joel; Cain, Ryan; Thayne, Jeffrey – Cognition and Instruction, 2021
Given growing interest in K-12 data and data science education, new approaches are needed to help students develop robust understandings of and familiarity with data. The model of the "quantified self"--in which data about one's own activities are collected and made into objects of study--provides inspiration for one such approach. By…
Descriptors: Statistics Education, Familiarity, Self Concept, Prior Learning
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Clinton, Virginia; Cooper, Jennifer L.; Michaelis, Joseph; Alibali, Martha W.; Nathan, Mitchell J. – Grantee Submission, 2017
Mathematics curricula are frequently rich with visuals, but these visuals are often not designed for optimal use of students' limited cognitive resources. The authors of this study revised the visuals in a mathematics lesson based on instructional design principles. The purpose of this study is to examine the effects of these revised visuals on…
Descriptors: Mathematics Instruction, Visual Stimuli, Eye Movements, Cognitive Processes
Fyfe, Emily R. – Grantee Submission, 2016
Homework is transforming at a rapid rate with continuous advances in educational technology. Computer-based homework, in particular, is gaining popularity across a range of schools, with little empirical evidence on how to optimize student learning. The current aim was to test the effects of different types of feedback on computer-based homework.…
Descriptors: Algebra, Homework, Feedback (Response), Middle School Students
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Okita, Sandra Y. – British Journal of Educational Technology, 2014
This study examined whether developing earlier forms of knowledge in specific learning environments prepares students better for future learning when they are placed in an unfamiliar learning environment. Forty-one students in the fifth and sixth grades learned to program robot movements using abstract concepts of speed, distance and direction.…
Descriptors: Robotics, Electronic Learning, Programming, Learning Processes
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Sun-Lin, Hong-Zheng; Chiou, Guey-Fa – Educational Technology & Society, 2017
This study examined the interaction effects of self-explanation and game-reward strategies on sixth graders' algebra variable learning achievement, learning attitude, and meta-cognitive awareness. A learning system was developed to support the learning activity, and a 2×2 quasi-experiment was conducted. Ninety-seven students were invited to…
Descriptors: Algebra, Grade 6, Mathematics Achievement, Student Attitudes
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Cener, Emin; Acun, Ismail; Demirhan, Gokhan – Journal of Social Studies Education Research, 2015
The aim of this study is to investigate the impact of teaching social studies with the help of CT on pupils' achievement in social studies. A history, geography and culture oriented theme was selected from the social studies curriculum for the research, Turks on the Silk Road. A multimedia CD, documentaries, PowerPoint and so on were used to teach…
Descriptors: Social Studies, Technology Uses in Education, Grade 6, Quasiexperimental Design
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Donnelly, Dermot F.; Vitale, Jonathan M.; Linn, Marcia C. – Journal of Science Education and Technology, 2015
Middle school students struggle to explain thermodynamics concepts. In this study, to help students succeed, we use a natural language processing program to analyze their essays explaining the aspects of thermodynamics and provide guidance based on the automated score. The 346 sixth-grade students were assigned to either the critique condition…
Descriptors: Middle School Students, Grade 6, Secondary School Science, Thermodynamics
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Genc, Murat – Asia-Pacific Forum on Science Learning and Teaching, 2013
The purpose of this study is to determine the effect of the analogy-based teaching on students' achievement and students' views about analogies. In this research, Solomon group design which is one of the experimental designs, was implemented. The sample of the research consists of 108 students in four 6th grade classes in Turkey. The achievement…
Descriptors: Foreign Countries, Academic Achievement, Student Attitudes, Logical Thinking
Kerr, Deirdre; Chung, Gregory K. W. K. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2012
Though video games are commonly considered to hold great potential as learning environments, their effectiveness as a teaching tool has yet to be determined. One reason for this is that researchers often run into the problem of multicollinearity between prior knowledge, in-game performance, and posttest scores, thereby making the determination of…
Descriptors: Prior Learning, Video Games, Educational Games, Pretests Posttests
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Elbro, Carsten; Buch-Iversen, Ida – Scientific Studies of Reading, 2013
Failure to "activate" relevant, existing background knowledge may be a cause of poor reading comprehension. This failure may cause particular problems with inferences that depend heavily on prior knowledge. Conversely, teaching how to use background knowledge in the context of gap-filling inferences could improve reading comprehension in…
Descriptors: Reading Instruction, Reading Comprehension, Inferences, Teaching Methods
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Wang, Tzu-Hua – Computers & Education, 2010
This research combines the idea of cake format dynamic assessment defined by Sternberg and Grigorenko (2001) and the "graduated prompt approach" proposed by (Campione and Brown, 1985) and (Campione and Brown, 1987) to develop a multiple-choice Web-based dynamic assessment system. This research adopts a quasi-experimental design to…
Descriptors: Electronic Learning, Quasiexperimental Design, Learning Strategies, Prior Learning
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Cobb, Tom; Horst, Marlise – CALICO Journal, 2011
This study reports on the design and testing of an integrated suite of vocabulary training games for Nintendo[TM] collectively designated "My Word Coach" (Ubisoft, 2008). The games' design is based on a wide range of learning research, from classic studies on recycling patterns to frequency studies of modern corpora. Its general usage…
Descriptors: Foreign Countries, Vocabulary Development, Educational Technology, Educational Games
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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
Burley, M. A. – ProQuest LLC, 2009
Educators are being encouraged to implement new instructional designs in an era where new standards, which promote student-centered learning, are being utilized and all students are expected to be successful on standardized tests. Consequently, there is a need for further research on the effectiveness of student-centered instruction. For that…
Descriptors: Academic Achievement, Instructional Design, Constructivism (Learning), Socialization
Hudson, Siobhan; Kadan, Sarah; Lavin, Karen; Vasquez, Tylita – Online Submission, 2010
The students of the targeted fourth, fifth, sixth, and ninth grade classes exhibited difficulties with number sense that interfered with understanding and recall of basic math facts. Evidence for the existences of the problem included teacher observation, test scores, and student and teacher surveys. The research participants included 42 children…
Descriptors: Intervention, Grades (Scholastic), Action Research, Observation
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