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Erin Ottmar; Ji-Eun Lee; Kirk Vanacore; Siddhartha Pradhan; Lauren Decker-Woodrow; Craig A. Mason – Grantee Submission, 2023
This paper provides information on datasets for the research project that examined the efficacy of three educational technologies including "From Here to There!", a research-based game for improving algebraic understanding. The dataset contains 4,092 7th-grade students' data collected through a randomized control trial conducted in…
Descriptors: Data, Mathematics Achievement, Algebra, Educational Technology
Jenny Yun-Chen Chan; Avery H. Closser; Vy Ngo; Hannah Smith; Allison S. Liu; Erin Ottmar – Grantee Submission, 2023
Background: Prior work has shown that middle school students struggle with algebra and that game-based educational technologies, such as DragonBox and From Here to There!, are effective at improving students' algebraic performance. However, it remains unclear which aspects of algebraic knowledge shift as a result of playing these games and what…
Descriptors: Game Based Learning, Educational Technology, Mathematics Education, Algebra
Implications of Bias in Automated Writing Quality Scores for Fair and Equitable Assessment Decisions
Michael Matta; Sterett H. Mercer; Milena A. Keller-Margulis – Grantee Submission, 2023
Recent advances in automated writing evaluation have enabled educators to use automated writing quality scores to improve assessment feasibility. However, there has been limited investigation of bias for automated writing quality scores with students from diverse racial or ethnic backgrounds. The use of biased scores could contribute to…
Descriptors: Bias, Automation, Writing Evaluation, Scoring
Deborah K. Reed – Grantee Submission, 2023
Middle schools implementing a multi-tiered system of supports will provide adolescents with or at risk for reading difficulties supplemental, small-group reading intervention classes. Although numerous studies have established that peer collaboration, blended learning, differentiation, and sufficient time for instruction are effective practices…
Descriptors: Intervention, Reading Comprehension, Reading Instruction, Middle School Students
S. Andrew Garbacz; Caleb Flack; Qi Huang; Anne Bowen; Elizabeth A. Stormshak; Laura Lee McIntyre – Grantee Submission, 2025
The purpose of this study was to examine the psychometric properties of the parent-report Short Form Positive Family Support Strengths and Needs Assessment (PFS-SaNA). The PFS-SaNA is designed to reduce the time and burden of collaborative mental health screening. Parents of 245 students in the Northwest completed the screener at third, fourth,…
Descriptors: Family Programs, Mental Health, Parents, Elementary School Students
Yasemin Copur-Gencturk; Jingxian Li; Allan S. Cohen; Chandra Hawley Orrill – Grantee Submission, 2024
Scholars and practitioners have called for personalized and widely accessible professional development (PD) for teachers. Yet, a long-standing tension between customizing support and increasing access to such support has hindered the scale-up of high-quality PD for individual teachers. This study addresses this challenge by developing a…
Descriptors: Professional Development, Electronic Learning, Individualized Instruction, Program Effectiveness
Lauren E. Decker-Woodrow; Craig A. Mason; Ji-Eun Lee; Jenny Yun-Chen Chan; Adam Sales; Allison Liu; Shihfen Tu – Grantee Submission, 2023
The current study investigated the effectiveness of three distinct educational technologies--two game-based applications (From Here to There and DragonBox 12+) and two modes of online problem sets in ASSISTments (an Immediate Feedback condition and an Active Control condition with no immediate feedback) on Grade 7 students' algebraic knowledge.…
Descriptors: Educational Technology, Algebra, COVID-19, Pandemics
Kirk P. Vanacore; Ashish Gurung; Adam C. Sales; Neil T. Heffernan – Grantee Submission, 2024
Gaming the system is a persistent problem in Computer-Based Learning Platforms. While substantial progress has been made in identifying and understanding such behaviors, effective interventions scarce. This study uses a method of causal moderation known as Fully Latent Principal Stratification to explore the impact of two types of interventions --…
Descriptors: Gamification, Student Behavior, Computer Uses in Education, Intervention
Allison Liu; Jenny Yun-Chen Chan; Ji-Eun Lee; Lauren E. Decker-Woodrow; Shihfen Tu; Adam Sales; Craig A. Mason – Grantee Submission, 2022
The current study investigated how prior knowledge moderated the effects of three educational technologies ("From Here to There," "DragonBox 12+," and problem sets in "ASSISTments") on seventh-grade students' later algebraic knowledge. Pretest scores only moderated effects of "From Here to There," with…
Descriptors: Prior Learning, Program Effectiveness, Game Based Learning, Intervention
Ashish Gurung; Morgan P. Lee; Sami Baral; Adam C. Sales; Kirk P. Vanacore; Andrew A. McReynolds; Hilary Kreisberg; Cristina Heffernan; Aaron Haim; Neil T. Heffernan – Grantee Submission, 2023
Solving mathematical problems is cognitively complex, involving strategy formulation, solution development, and the application of learned concepts. However, gaps in students' knowledge or weakly grasped concepts can lead to errors. Teachers play a crucial role in predicting and addressing these difficulties, which directly influence learning…
Descriptors: Error Patterns, Mathematical Applications, Grade 6, Grade 7

Cindy Peng; Conrad Borchers; Vincent Aleven – Grantee Submission, 2024
Prior studies identified effective, but mainly non-digital, homework aids. This research involved 18 middle school students in a lo-fi prototyping study to integrate traditional homework support tools with intelligent tutoring systems (ITS), leveraging rich log data for personalized learning. Feature investigations in standardized diaries, goal…
Descriptors: Middle School Students, Intelligent Tutoring Systems, Homework, Design
Ji-Eun Lee; Aravind Stalin; Vy Ngo; Katie Drzewiecki; Cindy Trac; Erin Ottmar – Grantee Submission, 2022
New educational technologies that utilize students' interaction data and visualizations provide a means to expand our understanding of learning processes. In this study, we apply two advanced and novel data visualization techniques, called the "Indivisualizer" and a "Sankey diagram," to explore how middle school students (N =…
Descriptors: Mathematics Instruction, Middle School Students, Problem Solving, Game Based Learning
Kelly C. Berthiaume; Selcuk Acar; Denis Dumas – Grantee Submission, 2024
Despite decades of research, the creative process remains to be fully understood, and most theories and empirical evidence focus on adults' creativity. Without understanding children's creative processes, the generalizability of these theories is questionable, which is crucial for teaching, learning, and parenting. However, studying children's…
Descriptors: Elementary School Students, Middle School Students, Grade 3, Grade 4
Michelle M. Cumming; Rachel Oblath; Yuxi Qiu; Stacy L. Frazier; Philip David Zelazo; Helen Flores; Jeehyun Park – Grantee Submission, 2023
Students with emotional and behavioral disorders (EBD) characteristically experience academic difficulties. There is growing evidence that the continuum from academic competence to underachievement is partially explained by executive function (EF; neurocognitive attention-regulation processes) and stress. Yet, there is scarce research…
Descriptors: Executive Function, Anxiety, Academic Achievement, Middle School Students
Jenny Yun-Chen Chan; Chloe Byrne; Janette Jerusal; Allison S. Liu; Justin Roberts; Erin Ottmar – Grantee Submission, 2023
Prior research has shown that game-based learning tools, such as DragonBox 12+, support algebraic understanding and that students' in-game progress positively predicts their later performance. Using data from 253 seventh-graders (12-13 years old) who played DragonBox as a part of technology intervention, we examined (a) the relations between…
Descriptors: Game Based Learning, Educational Games, Problem Solving, Mathematics Achievement