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Michael Cook; Ashley Grant – Society for Research on Educational Effectiveness, 2024
Background/Context: Schools are spending more money than ever on a growing number of educational technology programs which are designed to boost student learning outcomes, especially after the integration of online learning that was necessitated by COVID-19 pandemic school closures and disruptions (Instructure, 2024; Teras et al., 2020). Rigorous…
Descriptors: Elementary School Students, Grade 3, Grade 4, Grade 5
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Hier, Bridget O.; MacKenzie, Connor K.; Ash, Tory L.; Maguire, Samantha C.; Nelson, Kaytlin A.; Helminen, Emily C.; Watts, Emily A.; Matsuba, Erin S. M.; Masters, Ellen C.; Finelli, Carly C.; Circe, Joshua J.; Hitchings, Taylor J.; Goldstein, Alec R.; Sullivan, William E. – Journal of Positive Behavior Interventions, 2024
This multiple-baseline design study examined the effects of the Good Behavior Game (GBG) on class-wide academic engagement in online general education classrooms. Teachers in three third- through fifth-grade classrooms in the state of New York implemented the GBG remotely during the COVID-19 pandemic. Treatment integrity was supported using…
Descriptors: Behavior Patterns, Games, Learner Engagement, Distance Education
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I Gde Wawan Sudatha; Luh Sri Surya Wisma Jayanti; Gede Wira Bayu; I Wayan Widiana; Siti Hajar Binti Halili – International Journal of Language Education, 2024
Elementary school students still need help learning English, resulting in low learning outcomes. The lack of learning facilities and the application of inappropriate learning models impact students' low motivation to learn English. Regarding this matter, this study aims to examine the effectiveness of task-based e-learning on students' cognitive…
Descriptors: Electronic Learning, Cognitive Processes, Learner Engagement, Reading
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Ya-Ting Yu; Mengping Tsuei – Interactive Learning Environments, 2023
This quasi-experimental study examined the effects of digital game-based learning (DGBL) on elementary-school students' Chinese language learning, self-efficacy and attention. In total, 126 fourth-graders participated in the study for 6 weeks. Two digital games with different mechanisms (completion-contingent and performance-contingent rewards)…
Descriptors: Game Based Learning, Learner Engagement, Attention Control, Self Efficacy
Susan Copeland; Michael A. Cook; Ashley A. Grant; Steven M. Ross – Center for Research and Reform in Education, 2023
The purpose of this study was to examine the efficacy of IXL Math in an elementary school context, using a randomized-control trial (RCT). This study examined mathematics achievement trajectories of 545 Grades 3-5 students across four elementary schools in a small Michigan school district during the 2022-23 school year. Teachers were randomly…
Descriptors: Elementary School Students, Grade 3, Grade 4, Grade 5
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Erkan Er; Safak Silik; Sergen Cansiz – Journal of Learning Analytics, 2024
E-learning platforms have become increasingly popular in K--8 education to promote student learning and enhance classroom teaching. Student interactions with these platforms produce trace data, which are digital records of learning processes. Although trace data have been effective in identifying learners' engagement profiles in higher education…
Descriptors: Foreign Countries, Elementary Secondary Education, Grade 1, Grade 2
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Flynn, Rosalind M. – Distance Learning, 2021
Before COVID, the author had led in-person readers theatre residencies with the same four fourth-grade teachers and their large public-school classes for over a decade. During COVID, the teachers wanted to do an online residency. The challenge: how to create theatre with young learners in isolated rooms, sitting alone, and seeing others only on a…
Descriptors: Theater Arts, Learner Engagement, Elementary School Teachers, Elementary School Students
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Darling-Aduana, Jennifer; Woodyard, Henry T.; Sass, Tim R.; Barry, Sarah S. – AERA Open, 2022
The COVID-19 pandemic resulted in an unanticipated, near-universal shift from in-person to virtual instruction in the spring of 2020. During the 2020-21 school year, schools began to reopen, and families were faced with decisions regarding the instructional mode for their children. We leverage administrative, survey, and virtual-learning data to…
Descriptors: COVID-19, Pandemics, Electronic Learning, In Person Learning
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Kundu, Arnab; Bej, Tripti; Rice, Mary – Education and Information Technologies, 2021
In blended learning classrooms, children access digital curriculum and receive traditional instruction in a physical setting hence implementing intricate blended learning requires working closely with teachers to help them determine rhythms and patterns for their classrooms. The purpose of this study was to investigate the effects of blended…
Descriptors: Foreign Countries, Blended Learning, Elementary School Students, Grade 4
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Snodgrass Rangel, Virginia; Henderson, Jerrod A.; Martinez, Chelsea; Greer, Rick – Journal of Pre-College Engineering Education Research, 2022
The COVID-19 pandemic forced much of schooling online and limited students' access to informal learning opportunities such as afterschool programs. The purpose of this study was to investigate how fourth- and fifth-grade students engaged in an online engineering program and what factors influenced their engagement. We drew on a four-dimensional…
Descriptors: Elementary School Students, Learner Engagement, After School Education, Engineering Education
Durden, Brenda – ProQuest LLC, 2022
Since public schools began in the United States, there has been an academic gap between different groups of people. In normal face-to-face situations, the academic gap is not closing. In March 2020, schools closed worldwide due to the COVID-19 pandemic. This led to emergency remote teaching. Because of the uncertainty of the pandemic, educators,…
Descriptors: Elementary School Teachers, Grade 6, Grade 5, Grade 4
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Wu, Shu-Fen; Lu, Yu-Ling; Lien, Chi-Jui – Journal of Educational Computing Research, 2021
Previous studies measured flow states using students' self-reported experiences, resulting in issues regarding nonobjective and nonreal-time data. Thus, this study used an electroencephalogram (EEG) to measure the EEG-detected real-time flow states (EEG-Fs) of 30 students from the 4th and 5th grades. Their EEG measurements, self-reported…
Descriptors: Brain Hemisphere Functions, Diagnostic Tests, Student Attitudes, Grade 4
Anderson, Elizabeth – ProQuest LLC, 2017
Student engagement has been shown to be essential to the development of research-based best practices for K-12 education. It has been defined and measured in numerous ways. The purpose of this research study was to develop a measure of online student engagement for grades 3 through 8 using a partial credit Rasch model and validate the measure…
Descriptors: Learner Engagement, Online Courses, Electronic Learning, Student Behavior
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So, Wing-mui Winnie; Ching, Ngai-ying Fiona – Journal of Computers in Mathematics and Science Teaching, 2011
With the rapid expansion of broadband Internet connection and availability of high performance yet low priced computers, many countries around the world are advocating the adoption of e-learning, the use of computer technology to improve learning and teaching. The trend of e-learning has urged many teachers to incorporate online resources in their…
Descriptors: Electronic Learning, Computers, Internet, Students
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Warren, Scott J.; Stein, Richard A.; Dondlinger, Mary Jo; Barab, Sasha A. – Journal of Educational Computing Research, 2009
The number of games, simulations, and multi-user virtual environments designed to promote learning, engagement with subject matter, or intended to contextualize learning has been steadily increasing over the past decade. While the use of these digital designs in educational settings has begun to show promise for improving learning, motivation, and…
Descriptors: Instructional Design, Virtual Classrooms, Writing Skills, Educational Games
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