Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 2 |
Descriptor
Behavior Patterns | 2 |
Grade 3 | 2 |
Academic Achievement | 1 |
Case Studies | 1 |
Computer Games | 1 |
Consumer Economics | 1 |
Correlation | 1 |
Cost Indexes | 1 |
Economics Education | 1 |
Educational Environment | 1 |
Elementary Education | 1 |
More ▼ |
Source
ProQuest LLC | 2 |
Publication Type
Dissertations/Theses -… | 2 |
Education Level
Early Childhood Education | 2 |
Elementary Education | 2 |
Grade 3 | 2 |
Primary Education | 2 |
Grade 1 | 1 |
Grade 2 | 1 |
Grade 4 | 1 |
Grade 5 | 1 |
Intermediate Grades | 1 |
Kindergarten | 1 |
Middle Schools | 1 |
More ▼ |
Audience
Location
China | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Ji Young Kim – ProQuest LLC, 2022
Behavioral economics concepts can advance understanding, predicting, and controlling complex human behavior. Although there have been numerous attempts to apply behavioral economics concepts to applied settings, there are a limited number of experiments conducted in educational settings. The purpose of the studies in this paper is a to apply…
Descriptors: Consumer Economics, Economics Education, Behavior Patterns, Cost Indexes
Stanley-Yolgecen, Athena Joyce – ProQuest LLC, 2018
The purpose of this case study is to explore effects of digital gamification on engagement and achievement in a third-grade social studies course for students of multiple nationalities and with varied native languages attending the English language international branch of a private, affluent school in eastern China. The case study is framed by…
Descriptors: Case Studies, Computer Games, Grade 3, Elementary School Students