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Andrew Stager – ProQuest LLC, 2022
Purpose: The purpose of this quantitative causal-comparative research study was twofold. First was to examine the impact of the use of the mindfulness computer program, Inner Explorer, on math success as measured by the cumulative CAASPP scores in sixth-grade tests. The second was to determine how the use of Inner Explorer affected students'…
Descriptors: Metacognition, Elementary School Students, Scores, Technology Uses in Education
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Looney, Lisa; Wong, Eugene H.; Rosales, Kevin P.; Rosales, Florissell; Tirado, Gisselle – School Psychology International, 2023
Considerable research has documented the impact of teacher perceptions on students' academic-related outcomes (e.g., classroom performance). This body of literature clearly shows that teacher perceptions (resulting from direct interactions with students) can have both positive and negative effects with respect to student behaviors and experiences…
Descriptors: Teacher Attitudes, Short Term Memory, Executive Function, Academic Achievement
Eric Calderon – ProQuest LLC, 2022
This study investigated school districts in seven southern California counties to determine how districts in these counties leveraged their LCAP for technology-related expenses. The study also investigated if there were relationships in student performance in the CAASPP English Language Arts and Math assessment in the 6th grade. The study also…
Descriptors: Grade 6, Academic Achievement, Financial Support, Expenditures
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Joseph T. Wong; Edward Chen; Natalie Au-Yeung; Bella S. Lerner; Lindsey Engle Richland – Education and Information Technologies, 2024
Traditionally, learning among young students has taken place within structured, physical classroom settings. However, the emergence of distance learning has introduced a diverse range of learning methods, including online, hybrid, and blended approaches. When the COVID-19 pandemic led to extended delays in in-person instruction, use of educational…
Descriptors: Electronic Learning, Learning Experience, Attention Span, Interests
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Chaudhuri, Parama – Distance Learning, 2022
The COVID-19 pandemic began in the late months of 2019, and by the spring of 2020, to limit transmission of the virus, schools across the globe closed and transitioned to emergency online teaching. While the move to online teaching and learning was inevitable, many learners, especially in rural and remote areas, found that online schooling had…
Descriptors: Rural Schools, Elementary School Teachers, COVID-19, Pandemics
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Miriam Simone Leshin – North American Chapter of the International Group for the Psychology of Mathematics Education, 2023
Opportunities for students to share their thinking with the class--which I refer to as "work-sharing practices--require a profound shift in who is positioned with intellectual authority in mathematics classrooms. This study explores work-sharing practices in one sixth grade mathematics classroom through an interactional lens. Video analysis…
Descriptors: Grade 6, Mathematics Instruction, Video Technology, Teacher Student Relationship
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Teresa M. Ober; Ying Cheng; Meghan R. Coggins; Paul Brenner; Janice Zdankus; Philip Gonsalves; Emmanuel Johnson; Tim Urdan – Computer Science Education, 2024
Background and Context: Differences in children's and adolescents' initial attitudes about computing and other STEM fields may form during middle school and shape decisions leading to career entry. Early emerging differences in career interest may propagate a lack of diversity in computer science and programming fields. Objective: Though middle…
Descriptors: Middle School Students, Student Attitudes, Computer Science Education, STEM Education
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
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Joseph Wong; Edward Chen; Natalie Au-Yeung; Bella Lerner; Lindsey Richland – Grantee Submission, 2022
Historically, learning for young students has occurred in formal, in-person classroom environments, but the distance learning context has opened a myriad of learning modalities. To this end, we aim to better understand how deploying learning experience design (LXD) approach supports or hinders children's engagement while participating in an…
Descriptors: Learning Processes, Attention Control, Learning Experience, Learner Engagement
Chung, Gregory K. W. K.; Delacruz, Girlie C.; Dionne, Gary B.; Baker, Eva L.; Lee, John J.; Osmundson, Ellen – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2016
This report addresses a renewed interest in individualized instruction, driven in part by advances in technology and assessment as well as a persistent desire to increase the access, efficiency, and cost effectiveness of training and education. Using computer-based instruction we delivered extremely efficient instruction targeted to low knowledge…
Descriptors: Grade 6, Algebra, Grade 8, Individualized Instruction
Felix, Miranda J. – ProQuest LLC, 2018
With an ever-growing population of elementary English learners (EL), an increase in technology in classrooms, and a renewed sense of direction with English language development (ELD) instruction since the release of Common Core State Standards, educational leaders are making decisions regarding instruction for EL that will have long-lasting…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Teaching Methods
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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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Gillani, Bijan; Gillani, Roya – Science and Children, 2015
An after-school enrichment activity offered to sixth-grade students gave a group of 10 students an opportunity to explore the effects of the California drought in their community using an engaging scientific device: the UAV (unmanned aerial vehicle). Although this activity was specifically designed for a small after-school enrichment group, it…
Descriptors: After School Programs, Clubs, Enrichment Activities, Environmental Education
LaFee, Scott – Education Digest: Essential Readings Condensed for Quick Review, 2010
Students now routinely use computers to search the Internet, write reports, design presentations, crunch numbers, and make spreadsheets. The thing is, much of what they know and understand about computers and technology is most likely stuff they didn't learn in school. In this article, the author discusses how a San Diego school district is…
Descriptors: School Districts, Classrooms, Educational Technology, Technology Uses in Education
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