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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
Yildiz, Oguz – ProQuest LLC, 2021
Technology-based learning tools provide new opportunities to engage students in learning academic content. This study focuses on one such tool, Play Lu Interactive Technology (PLIT), and analyzes how students' math achievement on standardized test scores differs between students who have used PLIT and students who have not. PLIT is designed to…
Descriptors: Educational Technology, Standardized Tests, Mathematics Tests, Multimedia Instruction
Casler-Failing, Shelli L. – Canadian Journal of Action Research, 2018
An action research case study was conducted to investigate the effects of incorporating LEGO robotics into a seventh-grade mathematics curriculum focused on the development of proportional reasoning through the lens of Social Constructivist Theory. This research, which was part of a larger study, reports the findings when LEGO EV3 robots were…
Descriptors: Robotics, Mathematics Instruction, Action Research, Toys
Link, Tammy – ProQuest LLC, 2012
A quasi-experimental research study was conducted to investigate the performance of English learners (ELs) on mathematics assessments when using interactive whiteboard (IWB)-based instruction as compared to text-based instruction. A sample of 47 seventh-and eighth-grade EL students from ABC Middle School (name has been changed) was included in…
Descriptors: English (Second Language), Visual Aids, Educational Equipment, Bulletin Boards
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
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
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
Schillinger, Trace – Journal of Adolescent & Adult Literacy, 2011
In 2006, a secondary English and feminist studies teacher created a course and designed a study around a reading exchange for eighth-grade girls from two vastly different communities. Girls from a school in a northeastern state read young adult novels and wrote about their reading and related topics with girls from Washington, DC on a wikispace…
Descriptors: Adolescent Literature, Females, Background, Differences
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
Stearns, Jared – Technology & Learning, 2006
K-12 schools are broadening their curriculum offerings to include audio, video, and other multimodal styles of communication. A combination of savvy digital natives, affordable software, and online tutoring has created a perfect opportunity to integrate professional level video and videoconferencing into curricula. Educators are also finding…
Descriptors: Teleconferencing, Television, Production Techniques, Elementary Secondary Education