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Ioannis Vassiloudis; Vaia Chalda – Pedagogical Research, 2024
This study reports the results obtained from the implementation of an educational program for primary education in relation to the development or enhancement of students' learning motivation. The publication of a school journal by 24 6th grade students at a public primary school in Greece and their teacher was the main project of the project. The…
Descriptors: Foreign Countries, Elementary Education, Learning Motivation, Student Motivation
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
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
Deacon, Grady; Chojnacki, Greg – Mathematica, 2023
UPchieve is a free online and on-demand tutoring platform for students in grades 8 to 12 who attend Title I schools where large shares of students are experiencing poverty. UPchieve matches students with unpaid volunteer tutors one on one and in an online setting. In this setting, students can take advantage of a chat feature and virtual…
Descriptors: High School Students, Grade 9, Grade 10, Tutoring
Tzu-Hua Wang; Yu Sun; Nai-Wen Huang – Computer Assisted Language Learning, 2023
This research applied a web-based dynamic assessment system, GPAM-WATA system, to help low English achievers to perform self-directed learning of junior high school English grammar. A quasi-experimental design was adopted. A total of 124 seventh graders from four classes participated in this research. Participants were randomly divided into the…
Descriptors: Foreign Countries, Junior High School Students, English (Second Language), Second Language Learning
Gillham, Bobbi – ProQuest LLC, 2023
Trauma-informed school practices are interventions intended to mitigate the effects of traumatic experiences that hinder students' abilities to learn and experience success in school settings. This quantitative comparative study aimed to examine archival data on the impact of trauma-informed school practices on middle school students' grade point…
Descriptors: Trauma Informed Approach, Program Effectiveness, Middle School Students, Grade Point Average
Chen, Jyun-Chen – Interactive Learning Environments, 2022
"Learning by doing" involves completing a practice activity through the method of inquiry. This study combined the predict-observe-explain (POE) inquiry method and hands-on doing processes to develop a cycle-mode POED (predict-observe-explain-do) model with an e-learning system to help students complete a practice activity using…
Descriptors: Inquiry, Prediction, Observation, Hands on Science
Babacan, Nuri; Güler, Çetin – Education Quarterly Reviews, 2022
The purpose of this research is to examine whether the use of Plickers in English language teaching has any effects on students' motivation, anxiety and academic achievement. In this context, this study was held with 61 students studying in the ninth grade of a high school that is located in a rural region in the east part of Turkey. In this…
Descriptors: English (Second Language), Second Language Instruction, Program Effectiveness, Grade 9
Hao, Kuang-Chung; Lee, Lai-Chung – Interactive Learning Environments, 2021
This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence-satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147…
Descriptors: Computer Simulation, Educational Games, Grade 5, Game Based Learning
Sahin-Topalcengiz, Emine; Yildirim, Bekir – Journal of Turkish Science Education, 2020
This qualitative research aims to determine teachers' opinions about in-class web 2.0 practices after distance professional development involvement. Twelve teachers from different public schools were selected purposefully as a sample group. The Web 2.0 and Distance Training Interview Form (WDTIF) was used after implementing web 2.0 tools in the…
Descriptors: Teacher Attitudes, Preschool Teachers, Elementary School Teachers, Middle School Teachers
Admiraal, Wilfried; Post, Lysanne; Lockhorst, Ditte; Louws, Monika; Kester, Liesbeth – European Educational Researcher, 2020
Personalizing learning with technology in secondary schools is a way to empower students to take control of their learning. The more learners can direct their own learning experiences, including path, pace and instructional approach, the more they may learn what they want and need to learn. In a quasi-experimental design, data about the…
Descriptors: Foreign Countries, Secondary School Students, Personal Autonomy, Learning Motivation
Arnold, Mary E.; Davis, Jamie M.; Lundeberg, Roberta – Journal of Extension, 2017
In 2014 the Oregon 4-H program adopted a new program model to describe and evaluate the impact of 4-H on youths. The model is based on promoting thriving in young people, with an emphasis on high program quality. This article discusses the impact on thriving in 378 youth participants of the 4-H Summer Conference (4-HSC) program. The results of the…
Descriptors: Youth Programs, Youth Opportunities, Program Effectiveness, Program Evaluation
Jaime Osorio, María Fernanda; Caicedo Muñoz, Mabel Catalina; Trujillo Bohórquez, Iván Camilo – HOW, 2019
This article reports on an action-research study which examined the impact of a radio program as a strategy to develop the speaking skills of a mixed course at a private institution in Colombia. Hence, data were collected from 18 students through tests, surveys, field notes, and interviews. The results indicate that there is an important…
Descriptors: Radio, Action Research, Teaching Methods, Program Descriptions
Chu, Hui-Chun; Chang, Shao-Chen – Educational Technology Research and Development, 2014
Although educational computer games have been recognized as being a promising approach, previous studies have indicated that, without supportive models, students might only show temporary interest during the game-based learning process, and their learning performance is often not as good as expected. Therefore, in this paper, a two-tier test…
Descriptors: Educational Technology, Computer Games, Educational Games, Program Effectiveness
Micah N. Bruce-Davis – ProQuest LLC, 2013
In social cognitive theory, the development of self-perceptions is a complex process involving personality and environment. While educators may have little influence on students' personality traits, they can attend to environmental components that support the development of positive self-perceptions. Developing positive self-perceptions has been…
Descriptors: Middle School Students, Gifted, Academically Gifted, Student Attitudes
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