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T. Luke Saunders; Mari Beth Coleman; Cate C. Smith; Amanda Carter; Amani Alshehri – Journal of Special Education Technology, 2025
This study was to determine the effectiveness of augmented reality on phoneme and word reading for three first-grade students with developmental delays and autism in a self-contained elementary school classroom. Effectiveness of the intervention was evaluated with a multiple probe across word sets research design. An augmented reality iPad app was…
Descriptors: Computer Simulation, Phonemes, Reading Instruction, Reading Skills
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Tong Bao – Journal of Computer Assisted Learning, 2025
Background: Given the limited availability of effective tools for Korean language learning among students with autism spectrum disorder (ASD), there is a need to explore innovative educational technologies to support the development of reading skills in Korean language education for this population. Objectives: The purpose of this study is to…
Descriptors: Korean, Autism Spectrum Disorders, Scores, Reading Comprehension
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Çetinkaya Özdemir, Ezgi; Akyol, Hayati – International Journal of Progressive Education, 2021
The aim of this study was to examine the effect of augmented reality-based reading activities on reading comprehension, reading motivation, attitude towards reading and class participation of fourth grade elementary students, and to obtain the students' views regarding this. The research was conducted with 54 fourth grade students attending two…
Descriptors: Elementary School Students, Reading Attitudes, Attitude Measures, Grade 4
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Ok, Min Wook; Haggerty, Natalie; Whaley, Angeline – Reading & Writing Quarterly, 2021
This single case design study examined the effects of video modeling (VM) using an augmented reality iPad application on improving phonics skills of first-grade students who struggle with reading. Results indicated that all students made significant growth in their phonics performance and maintained the intervention gains for 5 weeks following the…
Descriptors: Instructional Effectiveness, Reading Instruction, Direct Instruction, Video Technology
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McCarthy, Elizabeth M.; Liu, Ying; Schauer, Karen L. – Journal of Research on Technology in Education, 2020
This study describes a strengths-based blended personalized learning model, the implementation of the model over a 4-year period, and the results of an impact study focused on measuring its effectiveness. The model includes many commonly-used features of personalized learning, including (a) competency-based progressions, (b) flexible learning…
Descriptors: Blended Learning, Computer Simulation, Independent Study, Language Usage
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Alexander, Erica – Excellence in Education Journal, 2013
In America, there is a growing consensus that educational video games should be used in the classroom to meet the needs of 21st Century learners. According to the American Federation of Scientists (2006), students that "have grown up with digital technology and video games are especially poised to take advantage of the features of educational…
Descriptors: Grade 6, Reading Instruction, Video Games, Computer Simulation
Hill, Margaret H.; Stephens, Liz C. – 1999
This case study describes how one autistic learner, an 11-year-old boy, became a co-researcher with university literacy instructors to investigate how hypermedia can help him develop language and literacy skills. Data was collected for one year from video taping, journal notes, interviews with teachers and parents, test scores, and student…
Descriptors: Autism, Cognitive Processes, Computer Assisted Instruction, Computer Games