NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 7 results Save | Export
Margaret T. Pesch – ProQuest LLC, 2023
The purpose of this semester-long project was to redesign the ninth grade English language arts curriculum to include a literacy-based multicomponent intervention to meet the needs of developing readers, while simultaneously maintaining a rigorous curriculum challenging proficient readers in a general education classroom. I examined peer-reviewed…
Descriptors: General Education, Grade 9, Language Arts, Reading Skills
Peer reviewed Peer reviewed
Direct linkDirect link
Saritepeci, Mustafa – Asia-Pacific Education Researcher, 2020
This paper is to investigate into the effect of design-based learning (DBL) activities and programing training on computational thinking (CT) skills. In total, 119 from the ninth grade students were recruited for this study conducted within the scope of Computer Science course. A semi-experimental research design was adopted, and DBL activities…
Descriptors: Computation, Thinking Skills, Skill Development, High School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Emmeline E. Hoogland; Micha H. J. Ummels – Journal of Biological Education, 2024
In secondary science education, students often do not feel engaged with the scientific concepts that are taught, which hinders conceptual learning. This lack of engagement can be overcome by fictional placemaking. Therefore, the purpose of our design-based research is to explore how the creation and use of fictional places lead to meaningful…
Descriptors: Biology, Science Instruction, Secondary School Students, Communities of Practice
Peer reviewed Peer reviewed
Direct linkDirect link
Baradaran Rahimi, Farzan; Kim, Beaumie – International Journal of Technology and Design Education, 2019
Adolescents develop skills and ideas from their interest-driven practices, which shape a type of literacy that may differ from the traditional ideas of literacy. This paper takes a qualitative approach to identify adolescents' activities through interest-driven participatory design. We interacted with grade 9 students at a Western Canadian school…
Descriptors: Foreign Countries, Design, Career Education, Technology Education
Peer reviewed Peer reviewed
Direct linkDirect link
Eseryel, Deniz; Ifenthaler, Dirk; Ge, Xun – Educational Technology Research and Development, 2013
The important but little understood problem that motivated this study was the lack of research on valid assessment methods to determine progress in higher-order learning in situations involving complex and ill-structured problems. Without a valid assessment method, little progress can occur in instructional design research with regard to designing…
Descriptors: Instructional Design, Computer Games, Educational Games, Web Based Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Yang, Ya-Ting Carolyn – Computers & Education, 2012
This study investigates the effectiveness digital game-based learning (DGBL) on students' problem solving, learning motivation, and academic achievement. In order to provide substantive empirical evidence, a quasi-experimental design was implemented over the course of a full semester (23 weeks). Two ninth-grade Civics and Society classes, with a…
Descriptors: Grade 9, Civics, Academic Achievement, Learning Motivation
Peer reviewed Peer reviewed
Direct linkDirect link
Sinelnikov, Oleg A.; Hastie, Peter – Physical Education and Sport Pedagogy, 2010
Background: The Sport Education curriculum model with its goals to develop competent, literate and enthusiastic sportspersons has been gaining popularity across the globe. To date, studies have yet to investigate the objective motivational climate of Sport Education. Aims: The purpose of this study was to measure and describe the objective…
Descriptors: Physical Education, Student Motivation, Competition, Program Effectiveness