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Pauline Allix; Amélie Lubin; Céline Lanoë; Arnaud Mortier; Sandrine Rossi – Mind, Brain, and Education, 2024
What can be done to promote the academic success of learners? More than a question, it is a major challenge of our time. In this perspective, metacognition seems to be a way to empower learners to take ownership of their academic success. Considering the recommendations established in the literature, we co-constructed with teachers a metacognitive…
Descriptors: Success, Metacognition, Brain, Grade 6
Albert, Melissa A.; Way, Jason D.; Moore, Joann; Walton, Kate E.; Casillas, Alex; McCormick, Norma Ortiz – ACT, Inc., 2020
Learners from underserved backgrounds tend to show lower levels of college readiness (ACT, 2016a; ACT, 2018). In part to address these disparities, the authors investigated growth in social and emotional (SE) skills in a cohort of largely Hispanic, high-poverty students who participated in GEAR UP. GEAR UP is a discretionary federal grant program…
Descriptors: Intervention, College Readiness, Hispanic American Students, Poverty
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
Rist, Carl; Morgan, Elizabeth; Markof, Shira; Carrell, Jamese – National College Access Network, 2019
The purpose of this report is to demonstrate the power of connecting Children's Savings Account (CSAs) to college access-success programs and show that, when done together, they produce greater outcomes. First, we briefly describe these closely related fields and explain the merit of partnerships between CSA initiatives and college access and…
Descriptors: Money Management, Program Effectiveness, Access to Education, Success
Sullivan, Mary Pinson – ProQuest LLC, 2010
The purpose of this study was to determine the reading achievement effects of a school-year-long program of sustained silent reading in a middle school. Students' scores on the Stanford Achievement Test, Ninth Edition across three years (2006, 2007, and 2008) were analyzed to test eleven null hypotheses. A 3 x 3 repeated measures factorial ANOVA…
Descriptors: Sustained Silent Reading, Statistical Analysis, Reading Comprehension, Reading Achievement
Hicks, Katrina Marie – ProQuest LLC, 2013
This study gathered from former students during grades 6th through 12th who had actively participated in the Business Professionals of America (BPA) program, sought to build on existing research on the benefits of participating in extra-curricular activities. The purpose of the research was to examine the extent to which participation in the BPA…
Descriptors: Phenomenology, Grade 6, Grade 7, Grade 8