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1. From Clicks to Constructs: An Examination of Validity Evidence of Game-Based Indicators Derived from Theory

3. A Qualitative Comparison of Young Children's Performance on Analogous Digital and Hands-On Tasks: Assessment Implications

5. 2017-2019 Implementation Evaluation of the National Math and Science Initiative's College Readiness Program

6. Does 'Measure Up!' Measure Up? Evaluation of an iPad App to Teach Preschoolers Measurement Concepts

7. 2016-2017 Implementation Evaluation of the National Math and Science Initiative's College Readiness Program

8. Towards Individualized Instruction with Technology-Enabled Tools and Methods: An Exploratory Study. CRESST Report 854

9. The Effects of Math Video Games on Learning: A Randomized Evaluation Study with Innovative Impact Estimation Techniques. CRESST Report 841

10. The Effect of In-Game Errors on Learning Outcomes. CRESST Report 835

11. The Mediation Effect of In-Game Performance between Prior Knowledge and Posttest Score. CRESST Report 819

12. Validating Measures of Algebra Teacher Subject Matter Knowledge and Pedagogical Content Knowledge. CRESST Report 820

13. Examining Feedback in an Instructional Video Game Using Process Data and Error Analysis. CRESST Report 817

14. Using Cluster Analysis to Extend Usability Testing to Instructional Content. CRESST Report 816

15. A Primer on Data Logging to Support Extraction of Meaningful Information from Educational Games: An Example from Save Patch. CRESST Report 814

16. Use of a Survival Analysis Technique in Understanding Game Performance in Instructional Games. CRESST Report 812

17. Identifying Key Features of Student Performance in Educational Video Games and Simulations through Cluster Analysis

18. The Use of Narrative: Gender Differences and Implications for Motivation and Learning in a Math Game. CRESST Report 804

19. An Exploratory Study of the Relationship between Collaboration and Mathematics and Game Outcomes. CRESST Report 797

20. The Feasibility of Using Cluster Analysis to Examine Log Data from Educational Video Games. CRESST Report 790

21. The Effects of Practicing with a Virtual Ultrasound Trainer on FAST Window Identification, Acquisition, and Diagnosis. CRESST Report 787

22. Review of Rifle Marksmanship Training Research. CRESST Report 783

23. Adaptation Evidence From a Digital Physics Game

24. Validity Evidence for Games as Assessment Environments. CRESST Report 773

25. Assessment of Rifle Marksmanship Skill Using Sensor-Based Measures. CRESST Report 755

26. Development of Sensor-Based Measures of Rifle Marksmanship Skill and Performance. CRESST Report 756

27. An Exploratory Investigation of the Effect of Individualized Computer-Based Instruction on Rifle Marksmanship Performance and Skill. CRESST Report 754

28. The Influence of Cognitive and Non-Cognitive Factors on the Development of Rifle Marksmanship Skills. CRESST Report 753

29. Towards Individualized Instruction with Technology-Enabled Tools and Methods

30. An Exploratory Study of a Novel Online Formative Assessment and Instructional Tool to Promote Students' Circuit Problem Solving

31. A Distance Learning Testbed. CSE Technical Report 695

32. Automated Assessment of Domain Knowledge with Online Knowledge Mapping. CSE Technical Report 692

33. Linking Assessment and Instruction Using Ontologies. CSE Technical Report 693

34. Performance Assessment Models and Tools for Complex Tasks. CSE Technical Report 682

35. An Exploratory Study Examining the Feasibility of Using Bayesian Networks to Predict Circuit Analysis Understanding

36. Issues in the Computer-Based Assessment of Collaborative Problem Solving. CSE Report 620

37. The Impact of a Simulation and Problem-Based Learning Design Project on Student Learning and Teamwork Skills. CSE Technical Report.

38. Assessment Applications of Ontologies.

39. Examining the Validity of Knowledge Mapping as a Measure of Elementary Students' Scientific Understanding. CSE Technical Report.

40. Computer-Based Collaborative Knowledge Mapping To Measure Team Processes and Team Outcomes.

42. Estimate of the Potential Costs and Effectiveness of Scaling Up CRESST Assessment Software.

43. Methodological Approaches to Online Scoring of Essays.

44. Year 1 Technology Studies: Implications for Technology in Assessment.

45. Use of Networked Collaborative Concept Mapping To Measure Team Processes and Team Outcomes.

46. Assessment Gaze, Refraction, and Blur: The Course of Achievement Testing in the Past 100 Years

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