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Fatini Jisma Fakaruddin; Edy Hafizan Mohd Shahali; Rohaida Mohd Saat – Asia Pacific Education Review, 2024
Hands-on activities in science learning are beneficial in enhancing creative thinking in students. However, scant studies have probed the nature of creative thinking developed by hands-on activities, particularly among primary school students and further investigation is thus mandated. Therefore, this study aims to explore the creative thinking…
Descriptors: Elementary School Students, Grade 5, Hands on Science, Creative Thinking
Hier, Bridget O.; MacKenzie, Connor K.; Ash, Tory L.; Maguire, Samantha C.; Nelson, Kaytlin A.; Helminen, Emily C.; Watts, Emily A.; Matsuba, Erin S. M.; Masters, Ellen C.; Finelli, Carly C.; Circe, Joshua J.; Hitchings, Taylor J.; Goldstein, Alec R.; Sullivan, William E. – Journal of Positive Behavior Interventions, 2024
This multiple-baseline design study examined the effects of the Good Behavior Game (GBG) on class-wide academic engagement in online general education classrooms. Teachers in three third- through fifth-grade classrooms in the state of New York implemented the GBG remotely during the COVID-19 pandemic. Treatment integrity was supported using…
Descriptors: Behavior Patterns, Games, Learner Engagement, Distance Education
Mengyuan Chen; Lan Wu; Baoping Li; Yang Liu – Educational Technology & Society, 2024
Students in the 21st century are expected to possess the ability to solve ill-defined complex problems (ICPs). One challenge to understanding students' ability to solve ICPs is the lack of methods for measuring noncognitive and metacognitive behaviors and relating those behaviors to cognitive behaviors with the goal of investigating differences in…
Descriptors: Foreign Countries, Elementary School Students, Grade 6, 21st Century Skills
Frederick J. Poole; Matthew D. Coss; Jody Clarke-Midura – Language Learning & Technology, 2025
This study explored the use of stealth assessments within a digital game to assess second language (L2) Chinese learners' reading comprehension. Log data tracking learners' in-game behaviors from a game designed for Chinese dual language immersion classrooms (Poole et al., 2022) were used to construct Bayesian Belief Networks to model reading…
Descriptors: Second Language Instruction, Second Language Learning, Reading Comprehension, Game Based Learning
Camacho, Ana; Alves, Rui A.; De Smedt, Fien; Van Keer, Hilde; Boscolo, Pietro – British Journal of Educational Psychology, 2021
Background: Writing is a particularly demanding activity, which poses unique motivational challenges for students. Despite the wealth of research on the relation between writing motivation and writing performance, little is known about the role of students' writing frequency in writing motivation and writing performance. Aims: We aimed to: (1)…
Descriptors: Correlation, Writing Attitudes, Motivation, Behavior Patterns
Bal, Ayten Pinar; Or, Merve Buse – Pedagogical Research, 2023
This study examined the relationship between secondary school students' problem-solving success and perceptions using a relational survey model. This study investigated 378 students (212 girls and 166 boys) in the sixth, seventh, and eighth grades between 11 and 14 years old using the convenience sampling method. The problem-solving inventory for…
Descriptors: Grade 6, Grade 7, Grade 8, Problem Solving
Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
Xiao-Fan Lin; Gwo-Jen Hwang; Jing Wang; Yue Zhou; Wenyi Li; Jiachun Liu; Zhong-Mei Liang – Interactive Learning Environments, 2023
Augmented reality (AR) can represent a contextualised scientific inquiry environment in which students may explore the real world and develop science process skills via interacting with rich information from virtual systems. However, it remains a challenge for most students to complete scientific inquiry tasks without proper support. Research…
Descriptors: Computer Simulation, Active Learning, Inquiry, Behavior Patterns
Vandell, Deborah Lowe; Simpkins, Sandra D.; Pierce, Kim M.; Brown, B. Bradford; Bolt, Dan; Reisner, Elizabeth – Applied Developmental Science, 2022
Patterns of afterschool activities were studied in low-income, ethnically diverse children (n = 1796, M age = 8.7 yrs). Cluster analyses indicated four reliable clusters: (a) regular participation in a high-quality afterschool program, (b) regular participation at the afterschool program combined with other extracurricular activities, (c)…
Descriptors: After School Programs, Extracurricular Activities, Low Income Students, Student Participation
Cole, Kassadie; Schroeder, Kaitlin; Bataineh, Mohamed; Al-Bataineh, Adel – Turkish Online Journal of Educational Technology - TOJET, 2021
As schools strive to instill college and career readiness within students, the academic success of students continues to be a priority of educators and administrators alike. The classroom learning environment utilized by students was examined throughout this study. Specifically, this study examined how the spaces within the classroom are utilized…
Descriptors: Classroom Environment, Classroom Design, Space Utilization, Furniture
Mouw, Jolien M.; Saab, Nadira; Gijlers, Hannie; Hickendorff, Marian; van Paridon, Yolinde; van den Broek, Paul – Frontline Learning Research, 2020
The present study aims to provide a systematic understanding of how perspective-taking ability contributes to primary-school students' cooperative behaviours and learning outcomes. The present study is frontline as we combined person-oriented (e.g., describing patterns of behaviours based on individual characteristics), process-oriented (e.g.,…
Descriptors: Perspective Taking, Social Cognition, Cooperative Learning, Outcomes of Education
Knoop-van Campen, Carolien; Molenaar, Inge – Frontline Learning Research, 2020
In technology empowered classrooms teachers receive real-time data about students' performance and progress on teacher dashboards. Dashboards have the potential to enhance teachers' feedback practices and complement human-prompted feedback that is initiated by teachers themselves or students asking questions. However, such enhancement requires…
Descriptors: Feedback (Response), Technology Integration, Teacher Student Relationship, Behavior Patterns
Erickson, Megan; Gresham, Frank – Journal of Emotional and Behavioral Disorders, 2019
Universal screening serves to identify students at risk for emotional and behavioral difficulties while their behavior is still amenable to treatment. However, there are few universal screeners available for middle school students who may be at heightened risk for developing emotional and behavioral difficulties due to major academic and social…
Descriptors: Teacher Attitudes, Student Behavior, Screening Tests, Behavior Disorders
Chu, Tsz Lun; Martin, Scott B.; Petrie, Trent A.; Greenleaf, Christy – Psychology in the Schools, 2019
Guided by the biopsychosocial model, we examined (a) the prevalence of weight control behaviors (WCBs; i.e., trying to stay the same weight, lose weight, gain weight, or do nothing about weight) among early adolescent boys by race/ethnicity and grade level, and (b) how the boys' perceptions of sociocultural pressures (from parents, peers, and…
Descriptors: Body Weight, Males, Grade 6, Grade 7
Chu, Hui-Chun; Wang, Chun-Chieh; Wang, Lin – Educational Technology & Society, 2019
EFL (English as a foreign language) students usually learn by rote when they study English grammar. They usually memorize all the grammar rules mechanically instead of learning grammar in a structured way. Researchers have suggested that students can internalize knowledge via using knowledge construction tools and collaborated learning activities.…
Descriptors: Instructional Effectiveness, Concept Mapping, Cooperative Learning, Game Based Learning
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