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Jenks, Theodore G. – ProQuest LLC, 2022
The purpose of this action research was to implement a digital game development project and describe its effects on the performance and attitudes of eighth-grade students in a required computer science course at South Carolina School District Alpha. The following research questions were explored: (1) How does the game development project impact…
Descriptors: Middle School Students, Active Learning, Student Projects, Games
Adams, Caswell – Journal of Adolescent & Adult Literacy, 2016
When eighth-grade students tire of writing, their history teacher must get creative to keep their attention for the next project. By applying a multimodal design to an old project, the teacher creates a new one that appeals to various learners and creative minds. The result is not only historical learning but also an opportunity to see how…
Descriptors: Secondary School Students, Grade 8, History Instruction, Learner Engagement
Johnson, Sarah A.; Cuevas, Josh – Georgia Educational Researcher, 2016
Inquiry-based learning approaches have been promoted as an instructional method for students at all levels. An inquiry approach requires students to discover or construct knowledge through relevant activities and personal investigations. Due to the student driven nature of inquiry learning, it is reasonable to believe that students will become…
Descriptors: Active Learning, Student Projects, Reading Motivation, Inquiry
Serim, Ferdi – Jossey-Bass, An Imprint of Wiley, 2012
This comprehensive book offers a practical pathway for developing twenty-first-century skills while simultaneously strengthening content-area learning. "Digital Learning" contains a wealth of research-based practices to integrate the International Society for Technology in Education (ISTE) National Education Technology Standards (NETS) for both…
Descriptors: Video Technology, Student Projects, Active Learning, Educational Technology
Shepherd, Carol; Mullane, Ann Mary – Journal of College Teaching & Learning, 2010
Harnessing student energy for the positive use of technology in the classroom requires significant change for many educators. Students today exhibit a one-click mentality when using computers in the classroom, and are frustrated when they are not provided with instant gratification. Gone are the reading and higher level thinking skills of the pen…
Descriptors: Toys, Learning Processes, Educational Technology, Thinking Skills
Burton, Larry D.; Nino, Ruth J.; Hollingsead, Candice C. – Journal of Research on Christian Education, 2004
This investigation focused on instructional practices within fifth- through eighth-grade science classes of selected Seventh-day Adventist schools. Teachers reported regular use of discussion, student projects, and tests or quizzes. Most respondents said they did not feel prepared or had "never heard of" inquiry, the learning cycle, or…
Descriptors: Tests, Student Projects, Learning Processes, Constructivism (Learning)