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Lacy Skinner; Stephanie L. Coleman; Elizabeth Kenney – Contemporary School Psychology, 2025
As school psychologists help teachers plan and implement classroom behavior management interventions, teacher perspectives on these interventions are vital to consider. To better understand teacher perspectives on a well-established, effective intervention, this study analyzed teacher responses to the Good Behavior Game (GBG; Barrish et al.,…
Descriptors: Teacher Attitudes, Training, Coaching (Performance), Program Implementation
Amelia Auchstetter; Eben Witherspoon; Oluchi Ozuzu; Jonathan Margolin; Lawrence B. Friedman – American Institutes for Research, 2023
The purpose of this study was to evaluate the implementation and impact of the Pack program. The Pack was developed by the New York Hall of Science (NYSCI) and includes a digital game and set of curricular and professional development resources that aim to support computational thinking teaching and learning in middle school science and computer…
Descriptors: Computation, Thinking Skills, Educational Games, Program Implementation
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Regional Educational Laboratory Appalachia, 2021
This workbook is a companion to the "Community Math Night Facilitators' Toolkit. REL 2022-120" (ED615952), a comprehensive resource for elementary school educators to plan and implement a Community Math Night. A Community Math Night brings together educators, students, and their families to: (1) learn about, talk about, and have fun with…
Descriptors: Mathematics Activities, Mathematics Education, Mathematics Instruction, Elementary School Teachers
Morrison, Jennifer R.; Risman, Kelsey L.; Reilly, Joseph; Eisinger, Jane M. – Center for Research and Reform in Education, 2020
The purpose of the present study was to gather data regarding the implementation of Prodigy in elementary schools in a mid-sized school district in the southern United States. Prodigy is a free, adaptive mathematics game provided by Prodigy Education. The program integrates curriculum-aligned mathematics content (Grades 1-8) in a game-based…
Descriptors: Mathematics Education, Mathematics Instruction, Supplementary Education, Remedial Mathematics
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Joseph, Siny; Oh, Jung; Ackerman, Patricia – Journal of Continuing Higher Education, 2018
Faculty members often collaborate on research and service projects, but teaching remains a relatively solitary activity (Gizir & Simsek, 2005 ; Ramsden, 1998 ). While students attend classes taught by various faculty members, faculty members remain largely unaware of the innovative and pedagogical improvements in teaching made by their…
Descriptors: Communities of Practice, Teacher Collaboration, Undergraduate Study, College Faculty
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Bajko, Robert; Hodson, Jaigris; Seaborn, Katie; Livingstone, Pamela; Fels, Deborah – Information Systems Education Journal, 2016
Gamification is an increasingly acceptable alternative to traditional classroom structures and practices that is based on the notion that games can be engaging to students. Gamification consists of applying game concepts such as challenges, rewards, and leaderboards to educational materials and courses. While gamification in the classroom is not…
Descriptors: Undergraduate Students, Multimedia Materials, Social Media, Student Participation
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Graham-Squire, Adam; Farnell, Elin; Stockton, Julianna Connelly – PRIMUS, 2014
The Mat-Rix-Toe project utilizes a matrix-based game to deepen students' understanding of linear algebra concepts and strengthen students' ability to express themselves mathematically. The project was administered in three classes using slightly different approaches, each of which included some editing component to encourage the…
Descriptors: College Mathematics, Content Area Writing, Algebra, Educational Games
Cleveland-Innes, Martha – Commonwealth of Learning, 2018
The Guide to Blended Learning is an introduction using technology and distance education teaching strategies with traditional, face-to-face classroom activities. This Guide has been designed to assist teachers adopt blended learning strategies through a step-by-step approach taking constructivist and design-based approach and reflecting on…
Descriptors: Blended Learning, Technology Uses in Education, Distance Education, Educational Benefits
Green, Patricia J.; Sha, Mandy; Liu, Lu – RTI International, 2011
In 2001, the U.S. Department of Education and the Ministry of Education in China entered into a bilateral partnership to develop a technology-driven approach to foreign language learning that integrated gaming, immersion, voice recognition, problem-based learning tasks, and other features that made it a significant research and development pilot…
Descriptors: Foreign Countries, English (Second Language), Middle School Students, Partnerships in Education
Newman, Anabel P.; Metz, Elizabeth – 1996
This book describes FIRST (Focussed Instruction in Reading for Successful Teaching) Reading, a computer program that takes answers to 20 questions about a learner and matches this profile against profiles in the database. FIRST Reading, formerly called "Consult Reading," can recommend the most-likely-to-succeed teaching focus(es) for…
Descriptors: Educational Games, Elementary Secondary Education, Expert Systems, Functional Literacy