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Showing all 15 results Save | Export
Shawn M. Donnelly – ProQuest LLC, 2021
The purpose of this study is to evaluate the effectiveness of IXL Math online software in raising student achievement on the New York State Math exam, with special focus on effects by student gender, ethnicity and disability status. The study includes an analysis of the relationship between scale scores and time spent using the IXL system, number…
Descriptors: Computer Software, Electronic Learning, Academic Achievement, Urban Schools
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Tanner, Patricia; Karas, Carly; Schofield, Damian – Journal of Information Technology Education: Innovations in Practice, 2014
This study investigates the classroom integration of an innovative technology, augmented reality. Although the process of adding new technologies into a classroom setting can be daunting, the concept of augmented reality has demonstrated the ability to educate students and to assist with their comprehension of a procedural task. One half of the…
Descriptors: Handheld Devices, Educational Technology, Telecommunications, Technology Uses in Education
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DeSorbo, Alexandra L.; Noble, James M.; Shaffer, Michele; Gerin, William; Williams, Olajide A. – Health Education & Behavior, 2013
Background: The audience response system (ARS) allows students to respond and interact anonymously with teachers via small handheld wireless keypads. Despite increasing popularity in classroom settings, the application of these devices to health education programming has not been studied. We assessed feasibility, engagement, and learning among…
Descriptors: Audience Response Systems, Elementary Schools, Educational Technology, Handheld Devices
Sims, Christopher Otter – ProQuest LLC, 2012
This dissertation presents an ethnographic account of the launch of "The Downtown School for Design, Media, and Technology," one of the most prominent American school reform projects in recent years. Drawing on popular accounts about children and young people's pervasive affinity for digital media, and especially video games, the…
Descriptors: Ethnography, Educational Change, Educational Technology, Video Games
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Tanner, Patricia; Karas, Carly; Schofield, Damian – Journal of Information Technology Education: Research, 2014
This study investigates the classroom integration of an innovative technology, augmented reality. Although the process of adding new technologies into a classroom setting can be daunting, the concept of augmented reality has demonstrated the ability to educate students and to assist with their comprehension of a procedural task. One half of the…
Descriptors: Computer Simulation, Handheld Devices, Computer Uses in Education, Robotics
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Williams, Keeshan; Igel, Irina; Poveda, Ronald; Kapila, Vikram; Iskander, Magued – Advances in Engineering Education, 2012
This paper presents a series of illustrative LEGO Mindstorms-based science and math activities, developed under an NSF GK-12 Fellows project, for elementary, middle, and high school grades. The activities, developed by engineering and science graduate Fellows in partnership with K-12 teachers, are grade appropriate, address pertinent learning…
Descriptors: Science Instruction, Mathematics Instruction, Elementary School Science, Secondary School Science
Salen, Katie; Torres, Robert; Wolozin, Loretta; Rufo-Tepper, Rebecca; Shapiro, Arana – MIT Press (BK), 2011
Quest to Learn, an innovative school for grades 6 to 12 in New York City, grew out of the idea that gaming and game design offer a promising new paradigm for curriculum and learning. The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based, complex problem spaces that are…
Descriptors: Video Technology, Research and Development, Games, Educational Innovation
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Rosenfeld, Malke; Johnson, Marquetta; Plemons, Anna; Makol, Suzanne; Zanskas, Meghan; Dzula, Mark; Mahoney, Meg Robson – Teaching Artist Journal, 2014
Writing about the teaching artist practice should mean writing about art making. As both teacher and artist, the authors are required to be cognizant of their own art-making processes, both how it works and why it is important to them, in order to make this process visible to their students. They also need the same skills to write about how and…
Descriptors: Art Activities, Art Education, Writing (Composition), After School Programs
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Coy, Mary – SchoolArts: The Art Education Magazine for Teachers, 2011
Listening to people complain about the hardships of winter and the dreariness of the nearly constant gray sky prompted the author to help her sixth graders recognize and appreciate the beauty that surrounds them for nearly five months of the year in western New York. The author opines that if students could see things more artistically, the winter…
Descriptors: Studio Art, Art Activities, Painting (Visual Arts), Grade 6
Tsikalas, Kallen E. – ProQuest LLC, 2012
Struggling adolescent readers are distinct from others in two important ways: (1) They are "adolescents"; and (2) they have a "history" of struggle with reading. Good pedagogy prescribes that effective programs "meet students where they are." For middle-school students, this means meeting them in adolescence.…
Descriptors: Video Technology, Modeling (Psychology), Questioning Techniques, Reading Motivation
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Wilcox, Kristen Campbell – Journal of Education for Students Placed at Risk, 2013
This multiple case study relied upon a socioecological framework and the lens of resilience to investigate practices and processes that are correlated with higher academic achievement among African American, Hispanic, and English language learners. Utilizing quantitative measures for sample selection of 10 higher-performing and 5…
Descriptors: Academic Achievement, Resilience (Psychology), Educational Methods, Limited English Speaking
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Goldenberg, Lauren; Meade, Terri; Midouhas, Emily; Cooperman, Naomi – Middle Grades Research Journal, 2011
Process-oriented approaches are increasingly used in schools to improve writing. One of these approaches, known as the writing workshop model, is challenging for teachers to implement without supports. This quasi-experimental study evaluated the effectiveness of a middle school writing program that incorporates this model along with technological…
Descriptors: Writing Processes, Writing Workshops, Writing Ability, Process Approach (Writing)
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Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills
Egbert, Joy – Learning & Leading with Technology, 2009
A large number of alligators, flushed down toilets as babies, have grown up and proliferated in the bowels of New York City. Over the years, they have grown in number and size and frequently terrorize those foolish enough to visit the subways. This tale has been making its way around the Internet ever since there's been an Internet. It's wild…
Descriptors: Media Literacy, Grade 6, Internet, English (Second Language)
Barrett, Diane; Green, Kris – Science Educator, 2009
Despite the long history of the study of pedagogical content knowledge (PCK), two facts remain obvious. First, there are almost as many conceptions regarding the definition of PCK as there are researchers interested in it. Second, it is largely unclear which methods enable teacher educators to best prepare teacher candidates to use PCK. Recently,…
Descriptors: Preservice Teacher Education, Reflective Teaching, Teacher Researchers, Pedagogical Content Knowledge