Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 8 |
Since 2006 (last 20 years) | 8 |
Descriptor
Source
Age of Learning, Inc. | 2 |
Grantee Submission | 2 |
Journal of Educational… | 1 |
Marzano Research | 1 |
Online Submission | 1 |
PRIMUS | 1 |
Author
Joyce, Jeanette | 2 |
Klute, Mary | 2 |
Linlin Li | 2 |
Norford, Jennifer | 2 |
Rhoads, Christopher | 2 |
Serdiouk, Marina | 2 |
Yanoski, David | 2 |
Abby Schachner | 1 |
Austin-King, Kelsey | 1 |
DeRosier, Melissa E. | 1 |
Flynn, Kylie S. | 1 |
More ▼ |
Publication Type
Reports - Research | 6 |
Journal Articles | 3 |
Numerical/Quantitative Data | 2 |
Dissertations/Theses -… | 1 |
Reports - Descriptive | 1 |
Education Level
Elementary Education | 5 |
Early Childhood Education | 3 |
Primary Education | 3 |
Grade 6 | 2 |
Higher Education | 2 |
Intermediate Grades | 2 |
Kindergarten | 2 |
Middle Schools | 2 |
Postsecondary Education | 2 |
Grade 1 | 1 |
Grade 2 | 1 |
More ▼ |
Audience
Location
California | 8 |
Laws, Policies, & Programs
Assessments and Surveys
Behavioral and Emotional… | 1 |
What Works Clearinghouse Rating
Meets WWC Standards with or without Reservations | 2 |
Morales-Almazan, Pedro – PRIMUS, 2022
This article explores the parallels between improvisational theater, commonly known as improv, and active teaching. Specifically, it focuses in the impact of improv techniques on instructor and teaching assistant professional development. The implementation of an active teaching seminar is analyzed, where improv techniques were used in developing…
Descriptors: Creative Activities, Drama, Teaching Methods, Faculty Development
Li, Linlin; Flynn, Kylie S.; DeRosier, Melissa E.; Weiser, Gary; Austin-King, Kelsey – Grantee Submission, 2021
School closures because of natural phenomena, such as COVID-19, have emphasized the importance of effective distance learning strategies when there are no in-person alternatives. Although infrequently mentioned in discussions of student performance, social-emotional skill building came to the forefront of conversations due to the isolation and…
Descriptors: COVID-19, Pandemics, School Closing, Social Emotional Learning
Parong, Jocelyn; Wells, Ashleigh; Mayer, Richard E. – Journal of Educational Psychology, 2020
Executive function is the set of cognitive skills needed for goal directed behavior and is a strong predictor of academic success (Best, 2014). The present study examines the effectiveness of a custom video game designed to train the executive function skill of shifting--being able to efficiently shift attention from 1 task to another. In…
Descriptors: Replication (Evaluation), Game Based Learning, Video Games, Executive Function
Fulton, Jared N. – Online Submission, 2019
Gamification is a term first coined early in the 21st century, and the application of its principles has been seen in the business world. Department stores, convenient stores, airlines, and credit card companies have implemented loyalty points to keep customers buying their products. From the business world, to the daily lives of students,…
Descriptors: Game Based Learning, Educational Games, Student Motivation, Self Determination
Hee Jin Bang; Linlin Li – Age of Learning, Inc., 2020
An extensive body of empirical evidence shows that math skills at school entry are the strongest predictor of later academic success and educational attainment, but many children lack the opportunity to build the math skills needed for future success. Children who begin school with relatively low levels of math knowledge are at risk of falling…
Descriptors: Mathematics Skills, Elementary School Students, Program Effectiveness, Skill Development
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
K. P. Thai; Linlin Li; Abby Schachner – Age of Learning, Inc., 2018
With only 40% of students proficient in math by 4th grade, the U.S. faces an acute need to scale innovative approaches to help close the math achievement gap. Closing this gap is particularly critical in order to support effective Science, Technology, Engineering, and Mathematics (STEM) learning and prepare the future workforce for…
Descriptors: Mathematics Instruction, Game Based Learning, Educational Technology, Technology Uses in Education