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Stein, Brit'ny; Solomon, Benjamin G.; Kitterman, Chase; Enos, Debbie; Banks, Elizabeth; Villanueva, Sierra – Journal of Special Education, 2022
An ever-growing call for the use of evidence-based practice has come up against the logistical hurdles of a lack of resources and expertise, particularly in rural schools that work with historically underserved students. Although integrated learning systems (ILSs)--stable and likely requiring fewer resources than personnel--do not offer a complete…
Descriptors: Rural Schools, Reading Programs, Reading Instruction, Educational Technology
Jaciw, Andrew P.; Zacamy, Jenna; D'Apice, Hannah; Lin, Li; Kwong, Connie; Schellinger, Adam M. – Empirical Education Inc., 2019
Empirical Education Inc. is the independent evaluator of SRI International's 2014 Investing in Innovation (i3) Development grant called Redesigning Secondary Courses to Improve Academic Outcomes for Adolescents with Disabilities and Other Underperforming Adolescents. The goal of the grant is to develop "Enhanced Units" that combine…
Descriptors: Educational Innovation, Adolescents, Students with Disabilities, Underachievement
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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Lynne, Shauna; Radley, Keith C.; Dart, Evan H.; Tingstrom, Daniel H.; Barry, Christopher T.; Lum, John D. K. – Psychology in the Schools, 2017
The purpose of this study was to investigate the effectiveness of a variation of the Good Behavior Game (GBG) in which teachers used ClassDojo to manage each team's progress. ClassDojo is a computer-based program that enables teachers to award students with points for demonstrating target behaviors. Dependent variables included class-wide…
Descriptors: Educational Games, Student Behavior, Program Effectiveness, Computer Games
Buzhardt, Jay; Greenwood, Charles R.; Walker, Dale; Jia, Fan; Schnitz, Alana G.; Higgins, Susan; Montagna, Debra; Muehe, Christine – Grantee Submission, 2018
Programs serving infants and toddlers are expected to use child data to inform decisions about intervention services; however, few tools exist to support these efforts. The Making Online Decisions (MOD) system is an adaptive intervention that guides early educators' data-based intervention decision making for infants and toddlers at risk for…
Descriptors: Infants, Toddlers, Early Intervention, Decision Making
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
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Cheng, Ivan; Ainsworth, Andrew T.; Appelrouth, Scott A.; Xie, Jimmy; Moreno, Callie – AERA Online Paper Repository, 2018
This paper discusses the implementation and evaluation of an innovative professional development program that supported 8th grade mathematics teachers in designing learning activities that assisted students in developing a conceptual understanding of mathematics. Funded by an Investing in Innovation (i3) grant from the U.S. Department of…
Descriptors: Mathematics Instruction, Grade 8, Faculty Development, Mathematics Teachers
ICF International, 2018
The purpose of this report is to provide an overview of evaluation findings at the culmination of the Collaborative Regional Education (CORE) i3 2013 grant, including implementation and impact results from the local and national study phases. The goal of CORE is to have a positive impact on students' college and work readiness outcomes by…
Descriptors: Program Effectiveness, Program Implementation, College Readiness, Career Readiness
William Blake Ford – ProQuest LLC, 2017
Appropriate and effective classroom management skills are critical in supporting students' academic, social, and behavior development in schools; however, teachers often cite needing help with classroom management as their greatest need. Given this concern, school psychologists need effective and efficient strategies to offer to teachers and…
Descriptors: Classroom Techniques, Student Behavior, Technology Uses in Education, Gamification
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Madden, Nancy A.; Slavin, Robert E. – Reading & Writing Quarterly, 2017
This article reports on 2 experiments in inner-city Baltimore evaluating a computer-assisted tutoring approach, Tutoring With Alphie (TWA), in which 1 paraprofessional can work with up to 6 children at a time. In Study 1, we randomly assigned 14 schools to receive TWA or to continue with whatever approaches they were currently using. Each…
Descriptors: Computer Assisted Instruction, Educational Technology, Tutoring, Randomized Controlled Trials
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Wolf, Betsy; Latham, Gavin; Laurenzano, Mary; Ross, Steven M.; Tam, Winnie; Cheung, Alan C. K. – Grantee Submission, 2016
(Purpose) The purpose of this study was to understand if inclusion of computer activities and videos for pre-K and kinder students, with opportunities to view these videos again at home, providing a repeated learning experience with language concepts and vocabulary, improved young students' early reading skill. (Methods) The study followed one…
Descriptors: Video Technology, Computer Uses in Education, Educational Technology, Preschool Children
Hank Fien; Christian T. Doabler; Nancy J. Nelson; Derek B. Kosty; Ben Clarke; Scott K. Baker – Grantee Submission, 2016
The purpose of this study was to test the promise of the NumberShire Level 1 Gaming Intervention (NS1) to accelerate math learning for first-grade students with or at risk for math difficulties. The NS1 intervention was developed through the Institute of Education Sciences, Small Business Innovation Research Program (Gause, Fien, Baker, &…
Descriptors: Mathematics Instruction, Grade 1, Elementary School Students, At Risk Students
Cowley, Kimberly S.; Uekawa, Kazuaki – ICF International, 2020
The Rural Math Innovation Network (RMIN) is a 4-year project that launched in January 2017 after receiving a $2.9 million Investing in Innovation (i3) development grant from the U.S. Department of Education (ED) and matching funds from the private sector. Virginia Ed Strategies and rural local education agencies (LEAs) in Virginia are implementing…
Descriptors: Rural Education, Mathematics Education, Teacher Competencies, Middle School Teachers
ICF International, 2020
Purpose: The purpose of this two-year study was to assess the impact of the CORE program, a model that integrates technology and active learning modules in high schools by providing multi-disciplinary teams of teachers and administrators with professional development and resources to support the development of students' non-cognitive skills and…
Descriptors: High School Students, Program Effectiveness, Technology Integration, Active Learning
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