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Showing 1 to 15 of 17 results Save | Export
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Chiu, Fu-Yuan; Hsieh, Mei-Ling – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This study developed a set of Role-playing game (RPG), which was used to explore whether significant differences exist in academic performance and learning attitudes between RPG-based assessment and traditional lectures. This study also investigated the satisfaction of students toward the RPG scenario. Research participants included 100 second…
Descriptors: Mathematics Instruction, Educational Technology, Technology Uses in Education, Grade 2
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Redcay, Jessica D.; Preston, Sean M. – Interactive Technology and Smart Education, 2016
Purpose: This study aims to examine the differences in second grade students' reading fluency and comprehension scores when using varying levels of teacher-guided iPad® app instruction to determine effective reading practices. Design/methodology/approach: This study reports the results of the quasi-experimental pre-post study by providing…
Descriptors: Grade 2, Elementary School Students, Reading Fluency, Reading Comprehension
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Zafiropoulou, Basiliki; Darra, Maria – International Education Studies, 2019
The purpose of this paper is to investigate the contribution of the electronic portfolio (e-portfolio) to improving students' performance and the sustainability of their knowledge. The method used is the experiment with an experimental and a control group, and a pair of pre and post measurements. The survey was carried out during the first…
Descriptors: Portfolios (Background Materials), Electronic Publishing, Academic Achievement, Pilot Projects
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Huang, SuHua – Reading Psychology, 2015
A mixed-method embedded research design was employed to investigate the effectiveness of the integration of technology for second-grade students' vocabulary development and learning. Two second-grade classes with a total of 40 students (21 boys and 19 girls) were randomly selected to participate in this study for the course of a semester. One…
Descriptors: Mixed Methods Research, Technology Integration, Instructional Effectiveness, Elementary School Students
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del Moral-Pérez, Mª Esther; Fernández-García, Laura Carlota; Guzmán-Duque, Alba Patricia – Electronic Journal of Research in Educational Psychology, 2015
Introduction: Our research focused on studying the extent to which the planned, systematic use of educational videogames can result in the generation of learning contexts conducive to developing Multiple Intelligences (MIs) amongst schoolchildren. Methodology: A twofold methodological approach was adopted: a) qualitative: previous assessment and…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Multiple Intelligences
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Hung, Cheng-Yu; Sun, Jerry Chih-Yuan; Yu, Pao-Ta – Interactive Learning Environments, 2015
Advances in technology have led to continuous innovation in teaching and learning methods. For instance, the use of tablet PCs (TPCs) in classroom instruction has been shown to be effective in attracting and motivating students' interest and increasing their desire to participate in learning activities. In this paper, we used a TPCs game--an iPad…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Educational Games
Caldwell, Bettie Johnson – ProQuest LLC, 2013
The issue of struggling readers is a major concern in the field of education. An overwhelming number of students are beginning school ill-equipped to read. The purpose of this quantitative study was to explore the effect of an interactive literacy website on the reading comprehension scores of 2nd grade students identified as struggling readers.…
Descriptors: Reading Instruction, Reading Difficulties, Web Sites, Interaction
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Shin, Namsoo; Sutherland, LeeAnn M.; Norris, Cathleen A.; Soloway, Elliot – British Journal of Educational Technology, 2012
This paper reports the effects of game technology on student learning in mathematics as investigated in two data sets collected from slightly different subjects. In the first, 41 second graders (7 or 8 years old) from two classes used either a technology-based game or a paper-based game for 5 weeks. For the next 13 weeks, both classes used a…
Descriptors: Ethnicity, Academic Achievement, Statistical Analysis, Grade 2
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Lysenko, Larysa; Rosenfield, Steven; Dedic, Helena; Savard, Annie; Idan, Einat; Abrami, Philip C.; Wade, C. Anne; Naffi, Nadia – Journal of Information Technology Education: Innovations in Practice, 2016
The pilot research presented here explores the classroom use of Emerging Literacy in Mathematics (ELM) software, a research-based bilingual interactive multimedia instructional tool, and its potential to develop emerging numeracy skills. At the time of the study, a central theme of early mathematics curricula, "Number Concept," was fully…
Descriptors: Mathematics Skills, Computer Software, Numeracy, Technology Uses in Education
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Slavin, Robert E.; Madden, Nancy A.; Quint, Janet – Society for Research on Educational Effectiveness, 2014
"Success for All" (SFA) is one of the best known and thoroughly evaluated school reform models. Further evaluation of the initiative is especially important for two reasons. First, the program model has continued to evolve over time, with a greater emphasis placed on the use of engaging technology in the classroom and on the deployment…
Descriptors: Reading Achievement, Reading Programs, Reading Instruction, Educational Innovation
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What Works Clearinghouse, 2015
For the 2014 study, "The Iterative Development and Initial Evaluation of We Have Skills!, an Innovative Approach to Teaching Social Skills to Elementary Students", researchers examined the effects of We Have Skills! (WHS), a supplemental, video-based social skills program for early elementary students. WHS consists of three components:…
Descriptors: Skill Development, Elementary School Students, Video Technology, Interpersonal Competence
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Abrami, Philip C.; Wade, C. Anne; Lysenko, Larysa; Marsh, Jonathon; Gioko, Anthony – Education and Information Technologies, 2016
The research explores the impact of interactive, multimedia literacy software (ABRA) on the reading skills of early elementary students in Kenya. Twelve grade two English teachers and their students from six schools were randomly divided in half: an experimental group (N = 180) where ABRA was part of their English Language instruction and a…
Descriptors: Literacy, Educational Technology, Foreign Countries, Grade 2
Wendt, Staci; Rice, John; Nakamoto, Jonathan – WestEd, 2014
The MIND Research Institute contracted with the Evaluation Research Program at WestEd to conduct an independent assessment of mathematics outcomes in elementary school grades across California that were provided with the ST Math program. Spatial-Temporal (ST) Math is a game-based instructional software designed to boost K-5 and secondary-level…
Descriptors: Educational Games, Computer Software, Teaching Methods, Elementary School Mathematics
Cohen, Miriam – ProQuest LLC, 2012
The outcome of American students' performances during international comparisons consistently scoring inadequately in mathematics exposes the crisis of deficient mathematics achievement thus causing deep concerns. Learners who acquire a strong theoretical foundation in mathematics at the primary level thrived later in more advanced level…
Descriptors: Elementary School Mathematics, Computer Assisted Instruction, Educational Technology, Mathematics Achievement
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Lewis, Catherine; Perry, Rebecca – Mathematics Teacher Education and Development, 2014
Teams of educators conducted lesson study independently, supported by a resource kit that included mathematical tasks, curriculum materials, lesson videos and plans, and research articles, as well as protocols to support lesson study. The mathematical resources focused on linear measurement interpretation of fractions. This report examines the…
Descriptors: Mathematics Instruction, Mathematics Teachers, Teacher Collaboration, Communities of Practice
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