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Al-Balushi, Khadija A.; Al-Balushi, Sulaiman M. – International Journal of Instruction, 2018
The aim of the current study is to examine the effectiveness of brain-based learning for student direct and postponed retention in science. There were three groups in the study--one control group and two experimental groups. Brain-based learning was used in the first experimental group (mental group). In addition, technology was used in the second…
Descriptors: Instructional Effectiveness, Grade 8, Foreign Countries, Control Groups
Conradty, Cathérine; Bogner, Franz X. – Education Sciences, 2016
Computers are considered innovative in classrooms, raising expectations of increased cognitive learning outcomes or motivation with effects on Deeper Learning (DL). The "new medium", however, may cause cognitive overloads. Combined with gender-related variations in ability, self-efficacy or self-confidence, computers may even diminish…
Descriptors: Hypermedia, Technology Uses in Education, Educational Technology, Student Motivation
Busch, Carsten; Claßnitz, Sabine; Selmanagic,, André; Steinicke, Martin – Electronic Journal of e-Learning, 2015
In 2010 1.1 million pupils took private lessons in Germany, with 25% of all German children by the age of 17 having attended paid private lessons at some point in their school career (Klemm & Klemm, 2010). The high demand for support for learning curricular content led us to consider an integrated solution that speeds up both the design of…
Descriptors: Foreign Countries, Educational Games, Educational Technology, Telecommunications
Lee, Chun-Yi; Chen, Ming-Jang – Journal of Educational Computing Research, 2014
Previous studies on the effects of virtual and physical manipulatives have failed to consider the impact of prior knowledge on the efficacy of manipulatives. This study focuses on the learning of plane geometry in junior high schools, including the sum of interior angles in polygons, the sum of exterior angles in polygons, and the properties of…
Descriptors: Manipulative Materials, Teaching Methods, Educational Technology, Junior High Schools
Kirvan, Rebecca; Rakes, Christopher R.; Zamora, Regie – Computers in the Schools, 2015
The present study investigated whether flipping an algebra classroom led to a stronger focus on conceptual understanding and improved learning of systems of linear equations for 54 seventh- and eighth-grade students using teacher journal data and district-mandated unit exam items. Multivariate analysis of covariance was used to compare scores on…
Descriptors: Algebra, Mathematics Instruction, Homework, Educational Technology
Lin, Chih-Cheng; Hsiao, Hsien-Sheng; Tseng, Sheng-ping; Chan, Hsin-jung – Turkish Online Journal of Educational Technology - TOJET, 2014
This study was intended to investigate whether computer-assisted collaborative learning is comparable with computer-free and individual learning; in particular, it examined each of their effects on learning English vocabulary, followed by an analysis of their behavior patterns. In a junior high school in northern Taiwan, a normal classroom was…
Descriptors: English (Second Language), Second Language Instruction, Foreign Countries, Vocabulary Development
Yilmaz, Ramazan; Kilic-Cakmak, Ebru – Computers & Education, 2012
This study examined the impacts of educational interface agents with different attributes on achievement, attitude and retention of elementary school students in their science and technology courses. The study was implemented in four different eighth- grade classes (aged 13-14) of an elementary school. Four different types of educational software,…
Descriptors: Experimental Groups, Control Groups, Elementary School Students, Quasiexperimental Design
Stewart, Phillip Michael, Jr. – ProQuest LLC, 2013
Games in science education is emerging as a popular topic of scholarly inquiry. The National Research Council recently published a report detailing a research agenda for games and science education entitled "Learning Science Through Computer Games and Simulations" (2011). The report recommends moving beyond typical proof-of-concept…
Descriptors: Science Instruction, Educational Games, Computer Games, Computer Simulation
Lewis, Matthew; Steele, Jennifer L.; Santibañez, Lucrecia; Stecher, Brian M.; Hamilton, Laura; Faxon-Mills, Susannah; Rudnick, Mollie – Society for Research on Educational Effectiveness, 2013
Proficiency-based or competency-based approaches to education are undergoing a resurgence in both K-12 and higher education settings, spurred in part by advances in digital learning technologies. These approaches allow students to progress at their own pace through a diverse range of personalized learning experiences aligned to students'…
Descriptors: Pilot Projects, Learning Experience, Outcomes of Education, Program Implementation
Guven, Bulent – Australasian Journal of Educational Technology, 2012
This study examines the effect of dynamic geometry software (DGS) on students' learning of transformation geometry. A pre- and post-test quasi-experimental design was used. Participants in the study were 68 eighth grade students (36 in the experimental group and 32 in the control group). While the experimental group students were studying the…
Descriptors: Experimental Groups, Control Groups, Quasiexperimental Design, Achievement Tests
Strader, Douglas A. – ProQuest LLC, 2012
There are many advantages supporting the use of computers as an alternate mode of delivery for high stakes testing: cost savings, increased test security, flexibility in test administrations, innovations in items, and reduced scoring time. The purpose of this study was to determine if the use of computers as the mode of delivery had any…
Descriptors: Computer Assisted Testing, Evaluation Methods, Educational Technology, Scores
Sanchez, Jaime; Olivares, Ruby – Computers & Education, 2011
This paper presents the results obtained with the implementation of a series of learning activities based on Mobile Serious Games (MSGs) for the development of problem solving and collaborative skills in Chilean 8th grade students. Three MSGs were developed and played by teams of four students in order to solve problems collaboratively. A…
Descriptors: Foreign Countries, Experimental Groups, Control Groups, Learning Activities
Link, Tammy – ProQuest LLC, 2012
A quasi-experimental research study was conducted to investigate the performance of English learners (ELs) on mathematics assessments when using interactive whiteboard (IWB)-based instruction as compared to text-based instruction. A sample of 47 seventh-and eighth-grade EL students from ABC Middle School (name has been changed) was included in…
Descriptors: English (Second Language), Visual Aids, Educational Equipment, Bulletin Boards
Coleman-Huggins, Gwendolyn – ProQuest LLC, 2012
The need for high quality experimental research on the effectiveness of multimedia learning in K-12 schools is immense when considering the need to provide the best education for each child. However, there is little evidence-based research available to guide education leaders' decisions relating to technology initiatives. Therefore, the…
Descriptors: Multimedia Instruction, Elementary Secondary Education, Instructional Effectiveness, Self Efficacy
Bai, Haiyan; Pan, Wei; Hirumi, Astusi; Kebritchi, Mansureh – British Journal of Educational Technology, 2012
This research study assessed the effectiveness of a three-dimensional mathematics game, DimensionM, through a pretest-posttest control group quasi-experimental design. Participants consisted of 437 eighth graders. The classrooms were randomly assigned either to the treatment group that utilized DimensionM as a supplement to regular classroom…
Descriptors: Mathematics Achievement, Learning Motivation, Algebra, Control Groups
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