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Showing 1 to 15 of 76 results Save | Export
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Markovitz, Carrie E.; Hernandez, Marc W.; Hedberg, E. C.; Whitmore, Heidi W. – American Educational Research Journal, 2022
This study examines the impacts of two AmeriCorps programs, Minnesota Reading Corps and Wisconsin Reading Corps, where AmeriCorps volunteers provide literacy tutoring to at-risk kindergarten through third-grade (K-3) students utilizing a response-to-intervention framework. This evaluation replicates a prior randomized controlled trial evaluation…
Descriptors: Program Effectiveness, Volunteers, Reading Programs, Elementary School Students
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Gale A. Mentzer; Peter Paprzycki – Grantee Submission, 2024
Because standardized tests in science are not given to PreK-3 students in Ohio, this report examined the longitudinal effects of learning from a teacher who had participated in the NURTURES professional development program. Specifically, it looked at the effects on students' mathematics and reading learning in grades 2-5 and science learning in…
Descriptors: Longitudinal Studies, Program Evaluation, Program Effectiveness, Faculty Development
Ross, Steven M.; Laurenzano, Mary; Madden, Nancy A. – Center for Research and Reform in Education, 2017
During the fall of the 2016-17 school year, first, second, and third grade students in six elementary schools -- two in St. Paul and Eagan, Minnesota, and four in Bedford County in the Piedmont region of Virginia -- were assigned to take part in randomized efficacy trials carried out for the purpose of rigorously evaluating the impact of…
Descriptors: Elementary School Students, Grade 1, Grade 2, Grade 3
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Grantee Submission, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Marzano Research, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
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Jones, Curtis – School Community Journal, 2018
This report presents the SPARK literacy model, an innovative approach developed by Boys & Girls Clubs of Greater Milwaukee, for addressing the literacy needs of low-income and minority schools in Milwaukee. It also presents the results of a two-year randomized control trial evaluation of the SPARK literacy program's impact on reading…
Descriptors: Emergent Literacy, Family School Relationship, School Community Relationship, Partnerships in Education
Drummond, Katie V.; Tucker-Bradway, Natalie; Smith, Deeza-Mae; Hubbard, Daniel; Meakin, John; Salinger, Terry – American Institutes for Research, 2020
This i3 scale-up study examined the implementation and effectiveness of a 3-year literacy intervention developed by the Children's Literacy Initiative (CLI). The study was a school-level cluster randomized controlled trial conducted in 55 elementary schools from four states. Implementation results showed a high level of fidelity of intervention…
Descriptors: Literacy Education, Intervention, Program Effectiveness, Program Evaluation
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Jones, Curtis J.; Christian, Michael; Rice, Andrew – Society for Research on Educational Effectiveness, 2016
The purpose of this report is to present the results of a two-year randomized control trial evaluation of the SPARK literacy program. SPARK is an early grade literacy program developed by Boys & Girls Clubs of Greater Milwaukee. In 2010, SPARK was awarded an Investing in Innovation (i3) Department of Education grant to further develop the…
Descriptors: Randomized Controlled Trials, Literacy, Reading Programs, Program Evaluation
Wolf, Rebecca; Cook, Michael; Reid, Alan; Neitzel, Amanda; Ross, Steven; Risman, Kelsey – Grantee Submission, 2021
The purpose of this study was to evaluate the Literacy-Infused Science Using Technology Innovation Opportunity (LISTO) validation project (Valid 45). LISTO was funded by the Investing in Innovation (i3) Fund and involved a multi-year intervention that provided virtual professional development and coaching, and literacy-infused science curricula to…
Descriptors: Grade 5, Science Teachers, Rural Schools, Elementary School Teachers
Steele, Jennifer L.; Slater, Robert O.; Zamarro, Gema; Miller, Trey; Li, Jennifer; Burkhauser, Susan; Bacon, Michael – American Educational Research Journal, 2017
Using data from seven cohorts of language immersion lottery applicants in a large, urban school district, we estimate the causal effects of immersion programs on students' test scores in reading, mathematics, and science and on English learners' (EL) reclassification. We estimate positive intent-to-treat (ITT) effects on reading performance in…
Descriptors: Immersion Programs, Reading Achievement, Mathematics Achievement, Science Achievement
Steele, Jennifer L.; Slater, Robert O.; Zamarro, Gema; Miller, Trey; Li, Jennifer; Burkhauser, Susan; Bacon, Michael – Grantee Submission, 2017
Using data from seven cohorts of language immersion lottery applicants in a large, urban school district, we estimate the causal effects of immersion programs on students' test scores in reading, mathematics, and science, and on English learners' (EL) reclassification. We estimate positive intent-to-treat (ITT) effects on reading performance in…
Descriptors: Immersion Programs, Reading Achievement, Mathematics Achievement, Science Achievement
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Weis, Robert; Osborne, Karen J.; Dean, Emily L. – Journal of Applied School Psychology, 2015
The Good Behavior Game (GBG) is a universal prevention program designed to increase academic engagement and to decrease disruptive behavior in elementary school-age children. Teachers and other school personnel use interdependent group contingencies to improve students' behavior in the classroom. Previous research indicates the GBG is efficacious…
Descriptors: Elementary School Students, Behavior Problems, Student Behavior, Contingency Management
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What Works Clearinghouse, 2015
The study authors examined the effects of using "Diagnostic Assessment Tools" ("DAT") on mathematics and reading outcomes for students in Indiana schools during the 2009-10 academic year. "DAT" consists of interim assessment tools--Wireless Generation's mCLASS for students in grades K-2 and CTB/ McGraw-Hill's Acuity…
Descriptors: Mathematics Achievement, Reading Achievement, Formative Evaluation, Student Evaluation
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Perry, S. Marshall – IGI Global, 2014
This chapter concerns a year-long, United States federally-funded evaluation of Educate Online, an online, at home, 1:1 tutoring program aimed at improving reading performance for middle school students who are below grade level. Participating students receive after-school instruction from teachers in real-time over Voice over Internet Protocol…
Descriptors: Program Evaluation, Intelligent Tutoring Systems, After School Programs, Reading Instruction
Hill, Darryl V.; Lenard, Matthew A. – Wake County Public School System, 2016
In 2013-14, the Wake County Public School System (WCPSS) launched Achieve3000 as a randomized controlled trial in 16 elementary schools. Achieve3000 is an early literacy program that differentiates non-fiction reading passages based on individual students' Lexile scores. Twoyear results show that Achieve3000 did not have a significant impact on…
Descriptors: Public Schools, Elementary Schools, Elementary School Students, Reading Programs
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