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Hernthaisong, Preeyanan; Sitti, Somsong; Sonsupap, Kanyarat – Educational Research and Reviews, 2015
The objectives of this research were to study the development of a curriculum for enhancing grade 9 students' cognitive skills using a curriculum based on Systems Thinking Process. There were 3 phases: 1) studying of the problem; 2) development of tentative curriculum; and 3) implementation of the curriculum in a pilot study. The samples were 32…
Descriptors: Curriculum Development, Grade 9, Systems Approach, Pretests Posttests
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Shah, Mamta; Foster, Aroutis – Educational Technology & Society, 2014
Systematic incorporation of digital games in schools is largely unexplored. This case study explored the ecological conditions necessary for implementing a game-based learning course by examining the interaction between three domains (the innovator, the innovation, and the context). From January-April 2012, one in-service teacher learned and…
Descriptors: Computer Games, Educational Games, Middle School Students, Case Studies
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Heinrichs, Christine R. – International Journal of Teacher Leadership, 2016
Preparing students as 21st century learners is a key reform in education. The Partnership for 21st Century Skills developed a framework that identifies outcomes needed for successful implementation of rigorous standards. The Dual Language (DL) program was identified as a structure for reform with systems and practices which can be used to prepare…
Descriptors: Case Studies, Bilingual Education Programs, Educational Change, Academic Standards
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Isherwood, Robert S.; Barger-Anderson, Richard; Erickson, Matthew – Journal of Special Education Apprenticeship, 2012
Qualitative research was conducted in a large suburban school district implementing co-teaching as a new service delivery model for special education. Researchers examined the changes that resulted from the new service delivery model using a socio-technical systems lens. This framework views schools as open systems that contain a structural, task,…
Descriptors: Team Teaching, Qualitative Research, Suburban Schools, Special Education
Patton, Ryan Matthew – ProQuest LLC, 2011
Having computer skills, let alone access to a personal computer, has become a necessary component of contemporary Western society and many parts of the world. Digital media literacy involves youth being able to view, participate in, and make creative works with technologies in personal and meaningful ways. Games, defined in this study as…
Descriptors: Activity Units, Art History, Social Systems, Play