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Showing 1 to 15 of 18 results Save | Export
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Kang, Jina; Liu, Min – Technology, Knowledge and Learning, 2022
An open-ended serious game can engage students' scientific problem-solving processes. However, understanding how students learn higher-order thinking skills through solving a problem in an open-ended game system is a challenge. The complex game systems may make learning more difficult for students with different characteristics such as an at-risk…
Descriptors: Student Behavior, Behavior Patterns, Navigation, Educational Games
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Camilla Svens-Liavåg; Johan Korhonen; Sol-Britt Arnolds-Granlund – Scandinavian Journal of Educational Research, 2024
The aim of this study was to examine what kind of school performance and behaviour profiles could be identified among students in the final grade of basic education in the Swedish speaking parts of Finland (N = 1149, grade 9), how these differed in temperament and how temperament could explain profile differences in first language (L1, Swedish)…
Descriptors: Foreign Countries, Adolescents, Grade 9, Academic Achievement
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Ariella Levenberg; Teres-Violet Mansour – RMLE Online: Research in Middle Level Education, 2025
This study explores teachers' perspectives on mandala coloring as a therapeutic tool for middle grades students with disruptive behavior disorders (DBDs). Employing an explanatory sequential mixed-methods design, the research first conducted qualitative interviews with ten experienced teachers, followed by teachers' quantitative assessments of 60…
Descriptors: Art, Freehand Drawing, Color, Middle School Students
Jing Liu; Megan Kuhfeld; Monica Lee – Annenberg Institute for School Reform at Brown University, 2023
Noncognitive constructs such as self-efficacy, social awareness, and academic engagement are widely acknowledged as critical components of human capital, but systematic data collection on such skills in school systems is complicated by conceptual ambiguities, measurement challenges and resource constraints. This study addresses this issue by…
Descriptors: Student Behavior, Predictor Variables, Predictive Validity, Academic Achievement
Norum, Reilly; Lee, Ji-Eun; Ottmar, Erin – Grantee Submission, 2022
This preliminary study examined whether distinct student profiles (N = 760) emerged based on their behavioral patterns in an online algebraic learning game. We applied k-means clustering analysis to clickstream data collected in the game and then examined how students' behavioral patterns varied across the clusters using data visualization. The…
Descriptors: Computer Games, Game Based Learning, Student Characteristics, Visual Aids
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Jeynes, William H. – Education and Urban Society, 2022
The meta-analysis, that included 75 studies, examined the relationship between illegal drug consumption, on the one hand, and student academic and behavioral outcomes, on the other, for the middle school to college grade levels. The meta-analysis first (research question #1) addressed whether there is a statistically significant relationship…
Descriptors: Middle School Students, High School Students, College Students, Drug Use
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Kuan-Fu Chen; Gwo-Jen Hwang; Mei-Rong Alice Chen – Educational Technology Research and Development, 2024
Laboratory courses can help students learn in a meaningful way. In the past, students encountered difficulties in chemistry laboratory courses due to limited access to equipment and space for practicing experimental operations. In recent years, virtual laboratories have allowed students to repeatedly practice in order to achieve their experimental…
Descriptors: Concept Mapping, Virtual Classrooms, Laboratories, Student Behavior
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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
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
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Kuo, Wei-Chen; Hsu, Ting-Chia – Asia-Pacific Education Researcher, 2020
This study utilized unplugged computational thinking learning material named Robot City as the instructional material. The board game corresponds to structural programming, including sequential structure, conditional structure, repetitive structure, and the modeling concept of calling a procedure in programming languages. According to the…
Descriptors: Thinking Skills, Computation, Educational Games, Instructional Materials
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Lee, Ji-Eun; Chan, Jenny Yun-Chen; Botelho, Anthony; Ottmar, Erin – Educational Technology Research and Development, 2022
Online educational games have been widely used to support students' mathematics learning. However, their effects largely depend on student-related factors, the most prominent being their behavioral characteristics as they play the games. In this study, we applied a set of learning analytics methods (k-means clustering, data visualization) to…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Learning Processes
Lee, Ji-Eun; Chan, Jenny Yun-Chen; Botelho, Anthony; Ottmar, Erin – Grantee Submission, 2022
Online educational games have been widely used to support students' mathematics learning. However, their effects largely depend on student-related factors, the most prominent being their behavioral characteristics as they play the games. In this study, we applied a set of learning analytics methods ("k"-means clustering, data…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Learning Processes
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Wright, Michelle F.; Harper, Bridgette D. – Youth & Society, 2020
This study examined the relationship between racial discrimination by peers (RDPS) and aggression across 1 year through the mediation of insecurity regarding peer status (i.e., social status insecurity [SSI]) among Latinx adolescents who were part of a school in which they were (a) the majority, (b) the minority, or (c) part of the majority.…
Descriptors: Hispanic American Students, Aggression, Correlation, Racial Bias
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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
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Hayek, Anne-Sophie; Toma, Claudia; Guidotti, Sofia; Oberlé, Dominique; Butera, Fabrizio – European Journal of Psychology of Education, 2017
At school, pupils often cooperate on common projects and must coordinate their different individual actions. However, grades are pervasively used even in cooperative situations, which make the pupils' differences in achievement and their relative rank salient and may reduce their inclination to work constructively with others. Thus, we…
Descriptors: Grades (Scholastic), Cooperative Learning, Group Dynamics, Group Behavior
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