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Showing 1 to 15 of 37 results Save | Export
James J. Kemple; Rebecca Unterman; Shaun M. Dougherty – Research Alliance for New York City Schools, 2024
This report is the second in a series that presents evidence about the conditions under which Career and Technical Education (CTE) may be most and least effective and for whom. It focuses on a different set of schools: Comprehensive high schools in New York City (NYC) that offer CTE alongside other educational options. Like the CTE-Dedicated high…
Descriptors: High Schools, Vocational Education, Instructional Effectiveness, Educational Practices
James J. Kemple; Rebecca Unterman; Shaun M. Dougherty – Research Alliance for New York City Schools, 2023
With more than 290 Career and Technical Education (CTE) programs across 131 high schools, the NYC Department of Education (NYCDOE) oversees one of the largest and most diverse CTE systems in the country. In the last year, NYC's mayor and NYCDOE leadership have made a number of new investments in Career and Technical Education. The Research…
Descriptors: Vocational Education, Vocational High Schools, Curriculum Implementation, Outcomes of Education
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W. Blake Ford; Keith C. Radley; Daniel H. Tingstrom; Brad A. Dufrene – Journal of Positive Behavior Interventions, 2020
Disruptive behavior (DB) negatively affects the learning process in various ways, interfering with the educational process of individual students, the teacher, and/or the class as a whole. Group contingency interventions, such as the Good Behavior Game (GBG), are often used classwide to provide teachers with evidence-based management strategies…
Descriptors: Behavior Problems, Student Behavior, High School Students, Grade 9
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James S. Kim; Mary A. Burkhauser; Laura M. Mesite; Catherine A. Asher; Jackie Eunjung Relyea; Jill Fitzgerald; Jeff Elmore – Journal of Educational Psychology, 2021
This study investigated the effectiveness of the Model of Reading Engagement (MORE), a content literacy intervention, on first graders' science domain knowledge, reading engagement, and reading comprehension. The MORE intervention emphasizes the role of domain knowledge and reading engagement in supporting reading comprehension. MORE lessons…
Descriptors: Reading Comprehension, Learner Engagement, Intervention, Program Effectiveness
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Fallon, Lindsay M.; Marcotte, Amanda M.; Ferron, John M. – Journal of Positive Behavior Interventions, 2020
The impact of the Good Behavior Game (GBG) on students' classroom behavior has been studied for 50 years. What is less established is the impact of the GBG on students' academic progress. With emerging research in curriculum-based measurement for written expression (WE-CBM), it may be possible to observe changes in students' writing output while…
Descriptors: Educational Games, Student Behavior, Curriculum Based Assessment, Elementary School Students
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Lai, Mark H. C. – Grantee Submission, 2021
In 2016, McREL and the University of Southern California (USC) were awarded a grant from the U.S. Department of Education's Investing in Innovation (i3) Fund (Award Number U411C150011) to develop a translation of the identity-based motivation (IBM) in vivo program "Pathways to Success" to a digital platform to deliver IBM to middle and…
Descriptors: Middle School Students, High School Students, Student Motivation, School Districts
Roberts, Theresa A.; Vadasy, Patricia F.; Sanders, Elizabeth A. – Grantee Submission, 2019
This study investigated the influence of teaching letter names and sounds in isolation or in the context of storybook reading on preschool children's early literacy learning and engagement during instruction. Alphabet instruction incorporated paired associate learning of correspondences between letter names and sounds. In Decontextualized…
Descriptors: Preschool Education, Emergent Literacy, Teaching Methods, Alphabets
Garcia, Ivonne; Grossman, Jean Baldwin; Herrera, Carla; Strassberger, Marissa; Dixon, Michelle; Linden, Leigh – MDRC, 2020
Many talented students in under-resourced schools do not reach their full potential. Research shows that by sixth grade, children born into poverty have likely spent 6,000 fewer hours learning than their middle-class counterparts. Higher Achievement, an intensive summer and after-school program, aims to close that learning gap. It offers…
Descriptors: Summer Programs, After School Programs, Achievement Gap, Enrichment Activities
Lina G. Kitson – ProQuest LLC, 2020
Problem behaviors are prevalent in schools and may result in negative effects for the students exhibiting those behaviors, teachers, and other students. Increasing on-task behaviors has been shown to minimize disruptive behaviors. The current study utilized an interdependent group contingency-based intervention, Class-Wide Function-related…
Descriptors: Intervention, Behavior Problems, Student Behavior, Elementary School Students
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Boyd, Brian A.; Watson, Linda R.; Reszka, Stephanie S.; Sideris, John; Alessandri, Michael; Baranek, Grace T.; Crais, Elizabeth R.; Donaldson, Amy; Gutierrez, Anibal; Johnson, LeAnne; Belardi, Katie – Journal of Autism and Developmental Disorders, 2018
The advancing social-communication and play (ASAP) intervention was designed as a classroom-based intervention, in which the educational teams serving preschool-aged children with autism spectrum disorder are trained to implement the intervention in order to improve these children's social-communication and play skills. In this 4-year, multi-site…
Descriptors: Preschool Children, Play, Intervention, Autism
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Hirsch, Shanna Eisner; Healy, Sean; Judge, Joann P.; Lloyd, John Wills – Journal of Applied Behavior Analysis, 2016
We examined whether a group contingency increased engagement during elementary school physical education sessions. The intervention employed procedures (explicit instruction, goal setting, and reinforcement) drawn from the first tier of classwide function-related intervention teams (CW-FIT; Wills et al., 2009). Results showed salutary increases in…
Descriptors: Physical Education, Elementary School Students, Intervention, Instruction
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Caldarella, Paul; Wills, Howard P.; Anderson, Darlene H.; Williams, Leslie – RMLE Online: Research in Middle Level Education, 2019
During the transition from the elementary to middle grades, young adolescents may become increasingly vulnerable for emotional and behavioral problems. Class-Wide Function-Related Intervention Teams for middle level school (CW-FIT MS), the independent variable examined in this study, was developed to improve teaching and learning by fostering…
Descriptors: Classroom Techniques, Student Behavior, Intervention, Early Adolescents
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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
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
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
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