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Shane Wines – ProQuest LLC, 2024
Gamification is a teaching strategy often praised for its effectiveness in the classroom. The problem was the lack of information regarding teachers' perceptions regarding gamification in high school Advanced Placement (AP) computer science courses. The purpose of this qualitative study was to explore the perceptions of computer science teachers…
Descriptors: Teacher Attitudes, Gamification, Advanced Placement Programs, Computer Science Education
Darshini Shah Jasani – ProQuest LLC, 2022
Math consists of many components such as arithmetic, algebra, geometry, trigonometry, statistics, where each component holds its importance in the field of math. Students of Grades 11 and 12 are at an important stage in their career, where the attitude and performance in math determines their future choices. Therefore, the aim of this study was to…
Descriptors: High School Students, Anxiety, Self Efficacy, Beliefs
Anthony Hall – ProQuest LLC, 2023
The gaps in education in America continue to march on at staggering rates. Gaps in academic achievement, college acceptance, standardized test scores, and access to resources continue to marginalize Black students in the United States compared to their white counterparts. Pittsburgh, PA, with the second-largest school district in Pennsylvania and…
Descriptors: African American Students, Achievement Gap, Access to Education, School Districts
Emily V. Saland – ProQuest LLC, 2021
This single site case study investigated the phenomenon of narrowly missed on-time graduation (bachelor's degree completion within four years rather than five) among first-time, full-time undergraduate students at one private residential college in the Northeastern United States. Lengthening time to an undergraduate degree is a national trend; the…
Descriptors: Undergraduate Students, Bachelors Degrees, Educational Attainment, Time to Degree