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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
Kerr, Deirdre – Journal of Educational Data Mining, 2015
This study uses information about in-game strategy use, identified through cluster analysis of actions in an educational video game, to make data-driven modifications to the game in order to reduce construct-irrelevant behavior. The examination of student strategies identified through cluster analysis indicated that (a) it was common for students…
Descriptors: Information Retrieval, Data Analysis, Video Games, Educational Games
Bruni, Coral M.; Winter, Patricia L.; Schultz, P. Wesley; Omoto, Allen M.; Tabanico, Jennifer J. – Environmental Education Research, 2017
People in industrialized countries may be losing their connection with nature. The Get to Know Program (Get to Know) is a multi-faceted program aimed at encouraging direct connection with nature through a variety of activities (observations of wildlife, hiking, creative arts, and special events), specifically among youth. Three studies assessed…
Descriptors: Program Effectiveness, Natural Resources, Outdoor Education, Youth Programs
Kerr, Deirdre – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2014
Educational video games provide an opportunity for students to interact with and explore complex representations of academic content and allow for the examination of problem-solving strategies and mistakes that can be difficult to capture in more traditional environments. However, data from such games are notoriously difficult to analyze. This…
Descriptors: Identification, Misconceptions, Scoring Rubrics, Educational Games
Wiest, Dudley J.; Wong, Eugene H.; Minero, Laura P.; Pumaccahua, Tessy T. – Education, 2014
Working memory has been well documented as a significant predictor of academic outcomes (e.g., reading and math achievement as well as general life outcomes). The purpose of this study was to investigate the effectiveness of computerized cognitive training to improve both working memory and encoding abilities in a school setting. Thirty students…
Descriptors: Cognitive Processes, Short Term Memory, Intervention, Parochial Schools
Borman, Geoffrey D.; Park, So Jung; Min, Sookweon – Online Submission, 2015
The purpose of this study was to evaluate the impact of Achieve3000, a differentiated online literacy curriculum, on students' scores on the California State Test (CST). In the 2011-12 school year, 1,957 students in Chula Vista began using Achieve3000's solutions in 3rd through 8th grade. Using a form of propensity score matching called Inverse…
Descriptors: Reading Programs, Program Effectiveness, Quasiexperimental Design, Elementary School Students
Park, Youngmin; Warschauer, Mark – Language Learning & Technology, 2016
This experimental study examined how the reading and writing development of sixth-grade L2 students was affected by syntactic enhancement. Visual-syntactic text formatting (VSTF) technology, which visualizes syntactic structures, was used to convert a textbook to the one with syntactic enhancement. The sample (n = 282), which was drawn from a…
Descriptors: Syntax, Second Language Learning, Literacy, English (Second Language)
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
Chung, Gregory K. W. K.; Delacruz, Girlie C.; Dionne, Gary B.; Baker, Eva L.; Lee, John; Osmundson, Ellen – Online Submission, 2007
In this study we explored the effectiveness of individualizing instruction using a system that diagnosed students' knowledge gaps in pre-algebra and provided individualized instruction and practice. One hundred middle school students participated, and received either no instruction or individualized computer-based instruction. Diagnosis of…
Descriptors: Mathematical Concepts, Intelligent Tutoring Systems, Identification, Effect Size
Scholl, Jennifer – Journal for Learning through the Arts, 2005
In 2002, the University of California, San Diego ArtsBridge America program initiated a project that was designed to address the lack of standards-based geography content and culture-based arts instruction within San Diego elementary schools.
Descriptors: Music, Music Education, Social Studies, History Instruction
ANDERSON, MERLIN – 1966
A 1965-66 CONTROLLED EXPERIMENT AT THE FIFTH AND SIXTH GRADE LEVELS WAS CONDUCTED IN SELECTED SMALL SCHOOLS IN SOUTHERN NEVADA TO DETERMINE IF SUCCESSFUL BEGINNING INSTRUCTION IN A FOREIGN LANGUAGE (SPANISH) CAN BE ACHIEVED BY NON-SPECIALIST TEACHERS WITH THE USE OF AUDIO-LINGUAL-VISUAL MATERIALS. INSTRUCTIONAL MATERIALS USED WERE "LA FAMILIA…
Descriptors: Academic Achievement, Audiolingual Methods, Audiovisual Aids, Course Evaluation