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Branislava Vucetic; Biljana Maksimovic; Dijana Vuckovic; Milica Milojevic; Mico Mitrovic; Andrijana Žekic – Journal of Baltic Science Education, 2025
Noticing the inconsistency in previous studies of gender differences in learning physics, it was determined to check whether a gender gap exists in a relatively large sample of competitors (N = 12,966) from Serbia. The aim of the research presented here was to analyze the achievements of male and female lower secondary school students, competitors…
Descriptors: Gender Differences, Secondary School Students, Physics, Competition
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Sharon Phillips; Eve Bernstein; Risto Marttinen – Curriculum Studies in Health and Physical Education, 2025
Physical education (PE) class can be the first-time students experience structured physical activities, and competitive activities may comprise the majority of activities. If a student experiences success they may want to continue participation; however, after middle school, female participation declines sharply. The framework used in this study,…
Descriptors: Females, Middle School Students, Physical Education, Student Participation
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Wanicha Sakorn; Jirawan Srikram; Rattikan Sarnkong; Nuanhong Khamhong – Higher Education Studies, 2025
The purposes of the current study were to examine the effectiveness of the multimedia computer-based lessons on programming with Scratch in Technology integrated with the TGT cooperative learning technique based on the 80/80 efficiency criterion, to compare the learning achievement of Grade 7 students between those taught using multimedia…
Descriptors: Multimedia Instruction, Computer Assisted Instruction, Computer Science Education, Programming
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Shen Qiao; Susanna Siu-Sze Yeung; Xiaoai Shen; Jac Ka Lok Leung; Davy Tsz Kit Ng; Samuel Kai Wah Chu – Language Learning & Technology, 2024
Gamification is an increasingly popular approach to engage learners in educational contexts. Although many studies have examined the effects of gamification in comparison to a non-gamification approach, less attention has been paid to the impact of different ways of implementing gamification on students' learning and engagement. In this study, we…
Descriptors: Learner Engagement, Gamification, Secondary School Students, English (Second Language)