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Ramadhan Prasetya Wibawa; Hari Wahyono; Wahjoedi; Endang Sri Andayani – Educational Process: International Journal, 2025
Background/purpose: This study aimed to identify publication trends regarding the implementation of Project Based Learning (PjBL) in junior high schools over a specific period based on bibliometric data; To analyze the most frequently occurring keywords in the PjBL literature for junior high schools to understand the main research focus; To…
Descriptors: Student Projects, Active Learning, Program Effectiveness, Junior High School Students
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Daniel Doz; Amalija Žakelj; Mara Cotic – Educational Studies in Mathematics, 2025
Inquiry-based learning (IBL) in mathematics is a student-centered approach that encourages exploration, problem-solving, and critical thinking, allowing students to actively engage with mathematical concepts and discover relationships through hands-on activities and collaborative learning. Despite the growing interest in IBL within mathematics…
Descriptors: Inquiry, Mathematics Education, Student Centered Learning, Problem Solving
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Elisa Saraiva; Fábio Faria; Célia Ferreira; Maria Manuel Azevedo – Journal of Teacher Education for Sustainability, 2024
There is a consensus that the content of education for sustainability should be integrated into the curriculum, engaging students in activities that promote awareness and practice of sustainability. To achieve this goal, it is essential to adopt a student-centered approach that involves creative, stimulating, and challenging activities. This…
Descriptors: Sustainability, Student Centered Learning, Grade 8, Outdoor Education
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Shen Qiao; Samuel Kai Wah Chu; Susanna Siu-sze Yeung – Computer Assisted Language Learning, 2025
Morphological analysis is a form of problem solving to work out the meanings of unfamiliar words by applying knowledge of morphemes. It has emerged recently as an important predictor of reading comprehension. However, while gamification can potentially be used to teach this skill, few studies have examined its use. To address this, a…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, Second Language Instruction
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Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
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Li Chen; Yuta Taniguchi; Atsushi Shimada; Masanori Yamada – SAGE Open, 2024
Despite the growing emphasis on integrating collaborative problem-solving (CPS) into science, technology, engineering, and mathematics (STEM) education, a comprehensive understanding of the critical factors that affect the effectiveness of this educational approach remains a challenge. This study aims to identify effective strategic and behavioral…
Descriptors: Secondary School Students, Cooperative Learning, Problem Solving, STEM Education
Yorel Lashley; Erica Halverson; Stephanie Richards; Emily Nott; Tracey Bullington; Lindsey Kourafas; John Samuels; Leila Rahnamanoabadi; Audriana Ryann Zeuske – Wisconsin Center for Education Research, 2025
This paper presents the preliminary findings and research agenda for the University of Wisconsin-Madison's Community Arts Collaboratory's (Arts Collab) 2-year initiative supported by the National Endowment for the Arts. The research examined how arts-based, embodied professional learning can support school-based educators in developing and…
Descriptors: Social Emotional Learning, Art Education, Faculty Development, Communities of Practice
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Yasir Ahmed Ali; Muhammad Mooneeb Ali; Issa Saad AlQurashi; Muhammad Imran; Ubaid Ullah Ubaid – International Journal of Game-Based Learning, 2025
Game-based applications and strategies are effective solutions to contemporary challenges in English language learning. Kahoot is an online platform that assists learning in an untraditional but effective way. This probe examines whether the use of Kahoot in a Saudi English language classroom can boost the vocabulary acquisition of the…
Descriptors: Foreign Countries, Game Based Learning, English (Second Language), Second Language Instruction
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Gina Ricker; Joanne Angosta – Rural Educator, 2024
This cluster-randomized pre-post study examined the effectiveness of Character Playbook, a digitally delivered, universal social-emotional learning (SEL) program, in enhancing social and emotional knowledge and confidence among rural middle school students. Pre- and post-assessments and surveys measured students' knowledge and self-reported…
Descriptors: Social Emotional Learning, Rural Schools, Middle School Students, Social Development
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Shruthi Srinath Chakravarthy; Venkata Krishna Bayineni – Teaching Science, 2025
Science knowledge is deeply intertwined with Microorganisms, which play essential roles in healthcare, food production and environmental management, making their study crucial for understanding impacts on food safety, spoilage and disease prevention. This research introduces hands-on activities designed for high school students (aged 14-15) to…
Descriptors: Experiential Learning, Workshops, Grade 8, Outreach Programs
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Kaitlyn M. Sorochka; Vecihi S. Zambak – Middle Grades Research Journal, 2024
Recent literature justifies the use of virtual learning in supporting middle-grades students' mathematical knowledge development and emphasizes the critical role of motivation in learning (Lo & Hew, 2020; Murphy et al., 2020; Spitzer & Musslick, 2021). Intrinsic and extrinsic motivation both play a role in learning for middle-grades…
Descriptors: Middle School Mathematics, Middle School Students, Electronic Learning, Student Motivation
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Merav E. Hemi – Journal of Education for Teaching: International Research and Pedagogy, 2025
Accumulating research points to the effectiveness of clinical simulations as a means for improving pre-service educators' social-emotional learning (SEL) competencies. However, no available research addresses in-service educators. The present study attempts to add to the research literature by exploring the differential effect of clinical…
Descriptors: Social Emotional Learning, Simulation, Preservice Teachers, Beginning Teachers
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Kaylee Laub; Earl Aguilera – American Journal of Play, 2025
The authors argue that playable fictions and analog game design can be an effective way to engage students in discussions about climate change and related scientific areas of exploration. They offer the example of a middle school climate science education unit grounded in the design, analysis, and play of board games and card games based on a…
Descriptors: Middle School Students, Grade 8, Climate, Science Education
Yusuf Canbolat; Rebeca Arndt – Annenberg Institute for School Reform at Brown University, 2024
A concerning number of middle and high school students lack fundamental reading skills in the United States. One common way schools address this issue is by supporting those students with computer-assisted instruction. This study evaluates the causal effect of one such computer-assisted instruction intervention on English Language Arts achievement…
Descriptors: Computer Assisted Instruction, Achievement Gap, Intervention, School Districts
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Nesimyan-Agadi, Dina; Assaraf, Orit Ben Zvi – Journal of Research in Science Teaching, 2022
Informal learning environments such as Natural History Museums can introduce visitors to a variety of topics in evolution by providing accessible representations of concepts like geological time, evolutionary mechanisms, biological diversity, geological time, and fossil dating. Our study examined sixth-grade students' conceptualization of…
Descriptors: Informal Education, Extracurricular Activities, Enrichment Activities, Authentic Learning
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