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Katherine E. Jones – ProQuest LLC, 2024
Previous literature has indicated a lack of information available regarding virtual schooling and how it compares to traditional schooling in terms of the academic achievement of students (Angiello, 2010; Brady, 2012; Dichev, Dicheva, Agre, & Angelova, 2013; Molnar et al., 2019; Molnar, 2021). This study aimed to examine differences among…
Descriptors: Achievement Tests, Grade 8, School Readiness, Mathematics
Alexander Charles Rausch – ProQuest LLC, 2024
This non-experimental correlational quantitative research study was conducted to examine the relationship between the percentage of voluntary live synchronous virtual lesson attendance (LVLA) and the reading comprehension skill growth of sixth through eighth-grade English Language Arts (ELA) students enrolled in a Pennsylvania full-time online…
Descriptors: Synchronous Communication, Electronic Learning, Reading Comprehension, Grade 6
Jennifer Michelle Youngberg – ProQuest LLC, 2024
The purpose of this qualitative descriptive study was to explore how teachers who teach 6th, 7th, or 8th grade English language arts in a virtual charter school environment describe the gamification process to support student engagement in the classroom. The overarching research question was: How do teachers who teach 6th, 7th, or 8th grade…
Descriptors: Middle School Teachers, Teacher Attitudes, Gamification, Learner Engagement
J. Eric Ehrhart – ProQuest LLC, 2024
The study examined how school closures and the rapid transition to online learning may have impacted student performance. In March 2020, a global pandemic was declared in response to the quick spread of the COVID-19 virus. The impact of this global pandemic was felt across all areas of daily routines. Businesses closed, and many workers found…
Descriptors: COVID-19, Pandemics, Educational Change, Middle School Students
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John L. Nietfeld; Kristin F. Hoffmann – Journal of Computer Assisted Learning, 2024
Background: Goal setting has been established in the literature as a critical component of self-regulated learning and for effective problem-solving. Yet, surprisingly little attention has been focused on goal-directed behaviour in digital game-based learning environments (GBLEs) despite their expanding use in educational contexts. Objectives: The…
Descriptors: Game Based Learning, Educational Environment, Goal Orientation, Electronic Learning
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Yuwamon Prasretsung; Naruemon Thepnuan; Duangkamol Kaewdaeng – Turkish Online Journal of Educational Technology - TOJET, 2024
The objectives of this research were to: 1) develop online lessons with the Google Classroom application on computer system operation for secondary 2 (Grade 8) students; 2) study pre-test and post-test academic achievement; and 3) study the students' satisfaction with the online lessons with the Google Classroom application on computer system…
Descriptors: Computer Software, Electronic Learning, Computers, Curriculum Development
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Edi Supriyadi; T. Turmudi; Jarnawi Afgani Dahlan; Dadang Juandi – Malaysian Journal of Learning and Instruction, 2024
Purpose: This study aimed to conduct a needs analysis for developing the ethnomathematics e-module based on Sundanese Gamelan to facilitate mathematics learning in junior high school. Specifically, this study identified crucial components for module development and to gather feedback from both students and teachers regarding the learning material.…
Descriptors: Mathematics Education, Junior High School Students, Culturally Relevant Education, Student Motivation
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Dareen Shukri A. Alnaser; Sufian Forawi – Science Education International, 2024
Allowing students to practice science inquiry in the classroom is fundamental for science education. Students should master investigation skills, promoting their understanding of science concepts. Virtual laboratories have emerged as a powerful interactive tool that can be a suitable alternative to real laboratories, especially when lacking enough…
Descriptors: Foreign Countries, Secondary School Students, Secondary School Science, Grade 7
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Erkan Er; Safak Silik; Sergen Cansiz – Journal of Learning Analytics, 2024
E-learning platforms have become increasingly popular in K--8 education to promote student learning and enhance classroom teaching. Student interactions with these platforms produce trace data, which are digital records of learning processes. Although trace data have been effective in identifying learners' engagement profiles in higher education…
Descriptors: Foreign Countries, Elementary Secondary Education, Grade 1, Grade 2
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Katharina Alexandra Whalen; Alexander Renkl; Alexander Eitel; Inga Glogger-Frey – Journal of Computer Assisted Learning, 2024
Background: Students often show unfavourable attribution: they attribute poor school performance to stable factors such as lack of ability and good school performance to variable factors such as effort. However, attribution can be influenced by individualized digital re-attributional feedback leading to positive motivational effects and higher…
Descriptors: Feedback (Response), Computer Mediated Communication, Secondary School Mathematics, Student Motivation
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Karina Valariie Anne Mariadas; Farrah Dina Yusop – Curriculum and Teaching, 2024
The purpose of this study was to evaluate that project-based learning results in learners to be intrinsically motivated when learning History. Three methods were implemented in this study, namely role playing, poster-making and mixed projects (i.e., role playing and poster-making). To further enhance the understanding of intrinsic motivation, the…
Descriptors: Foreign Countries, Active Learning, Student Projects, History Instruction
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Meital Amzalag; Dorin Kadusi; Shimon Peretz – Journal of Educational Computing Research, 2024
Abundant research has tried to understand how games can be designed and used effectively to improve the learning process and to examine the correlations between digital learning games and student motivation, engagement, and knowledge retention. The current study examined the correlation between learning through digital game-based learning (DGBL)…
Descriptors: Learner Engagement, Academic Achievement, Game Based Learning, Electronic Learning
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Audrey F. Falk; Martina Jordaan; Sameerah T. Saeed; Madasu Bhaskara Rao; Nour El Houda Chaoui – Journal of Applied Research in Higher Education, 2024
Purpose: This program evaluation aimed to investigate the benefits and challenges of an international, intercultural, e-community-engagement experience involving youth and higher education students. The authors sought to understand the meaning that participants would make of an international, intercultural, e-community-engagement experience.…
Descriptors: Program Evaluation, Computer Mediated Communication, Community Involvement, Global Approach
Anthony Lawrence Terrell – ProQuest LLC, 2024
As a result of the COVID-19 epidemic, public school educators encountered several difficulties acquiring and integrating curriculum online. The problem addressed in this study was the negative effect online curriculum implementation had on student achievement as a result of the COVID-19 pandemic. The purpose of this qualitative, exploratory case…
Descriptors: Electronic Learning, Curriculum Implementation, Computer Assisted Instruction, COVID-19