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Fernandez-Rio, Javier; Morales-Sallés, Pablo – Journal of Educational Research, 2020
The goal was to gain a deeper understanding of the extended use of student-designed games. 207 students (grades: eight, nine, eleven) from one school participated. They were randomly divided in Experimental (student-designed games) and Equivalent group (traditional instruction). Both experienced the same learning units (two, 12 sessions) over the…
Descriptors: Games, Student Attitudes, Teacher Attitudes, Student Developed Materials
Torres, D. Diego – Houston Independent School District, 2019
Despite its promise to help teachers meet the needs of diverse learners, district usage of Achieve3000® among most students with access to it remains far below the optimal level necessary for them to realize literacy growth and college and career readiness. Only a tiny minority of students (402 out of about 111,000) seem to be engaging Achieve3000…
Descriptors: Pretests Posttests, Individualized Instruction, Middle School Students, High School Students
Weers, Anthony J. – ProQuest LLC, 2012
The purpose of this study was to determine the impact of socioeconomic status on the achievement of high school students participating in a one-to-one laptop computer program. Students living in poverty struggle to achieve in schools across the country, educators must address this issue. The independent variable in this study is socioeconomic…
Descriptors: High School Students, Socioeconomic Status, Laptop Computers, Academic Achievement
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Zhang, Zhihui Helen; Linn, Marcia C. – International Journal of Science Education, 2013
Dynamic visualizations can make unseen phenomena such as chemical reactions visible but students need guidance to benefit from them. This study explores the value of generating drawings versus selecting among alternatives to guide students to learn chemical reactions from a dynamic visualization of hydrogen combustion as part of an online inquiry…
Descriptors: Chemistry, Science Instruction, Visual Aids, Freehand Drawing
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Kooiman, Brian J.; Sheehan, Dwayne P. – American Journal of Distance Education, 2014
Exergames (active video games that require kinesthetic movement) played in proximity to other players or against a gaming machine have been linked to positive increases in cognitive functioning. This study tested to see if remote exergame play over the Internet had an impact similar to exergames that are played in proximity. The study shows that…
Descriptors: Video Technology, Educational Technology, Physical Education, Motion
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Chung, C. J. ChanJin; Cartwright, Christopher; Cole, Matthew – Journal of STEM Education: Innovations and Research, 2014
Robotics competitions for K-12 students are popular, but are students really learning and improving their STEM scores through robotics competitions? If not, why not? If they are, how much more effective is learning through competitions than traditional classes? Is there room for improvement? What is the best robotics competition model to maximize…
Descriptors: STEM Education, Robotics, Competition, Teaching Methods
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Hedges, Larry V.; Hedberg, E. C. – Evaluation Review, 2013
Background: Cluster-randomized experiments that assign intact groups such as schools or school districts to treatment conditions are increasingly common in educational research. Such experiments are inherently multilevel designs whose sensitivity (statistical power and precision of estimates) depends on the variance decomposition across levels.…
Descriptors: Correlation, Multivariate Analysis, Educational Experiments, Statistical Analysis
Dostal, Jay Roland – ProQuest LLC, 2010
This study will evaluate alternative scheduling methods implemented in secondary level schools. Students were selected based on parent selection of programs. Traditional scheduling involves numerous academic subjects with small increments of time in each class and block scheduling focuses on fewer academic subjects and more instructional time.…
Descriptors: Block Scheduling, Scheduling, Science Achievement, Outcomes of Education