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Dax-Andrew Parcells – ProQuest LLC, 2024
Problem-solving, collaboration, and adaptability to in-person and virtual environments are critical for success today. Therefore, brick-and-mortar and online instructional models have shifted to ensure that K-12 students are prepared with these skills for 21st-century challenges. Grounded in systems theory, the study examined the inputs,…
Descriptors: Problem Based Learning, Geometry, Electronic Learning, Student Centered Learning
Kelly Woodard – ProQuest LLC, 2024
For many learners in the United States, the education system has been dominated by compulsory education that largely ignores the learning that can happen when learners are able to follow their curiosity and explore without significant adult intervention. The research problem was that despite a wide body of literature on the benefits of…
Descriptors: Independent Study, Self Determination, Learning Resources Centers, Learning Experience
Jeremy Bernier – ProQuest LLC, 2024
Play has been discussed by mathematicians and mathematics educators as essential to mathematical progress and has been widely acknowledged to have a role in learning. Yet, play is rarely acknowledged, leveraged, or studied for mathematics learners beyond early childhood. Moreover, there are theoretical and empirical challenges with designing for…
Descriptors: Problem Solving, Play, Puzzles, Undergraduate Students
Michael Foster – ProQuest LLC, 2023
"Vicarious learning" research is a burgeoning area of inquiry, which examines the learning of students who observe and are engaged with video- or audio-taped presentations of other people engaged in learning (Chi et al., 2008). In such studies, the students or "vicarious learners" (VLs) are positioned as indirect participants…
Descriptors: Video Technology, Problem Solving, Teaching Methods, Thinking Skills
Michael Foster – ProQuest LLC, 2023
"Vicarious learning" research is a burgeoning area of inquiry, which examines the learning of students who observe and are engaged with video- or audio-taped presentations of other people engaged in learning (Chi et al., 2008). In such studies, the students or "vicarious learners" (VLs) are positioned as indirect participants…
Descriptors: Video Technology, Problem Solving, Teaching Methods, Thinking Skills
Wei Yan – ProQuest LLC, 2023
Given the connection between problem-solving and computational thinking (CT), studying the connections between these two constructs is critical. This study focused on students' computational problem-solving strategies, specifically how they applied conditional logic to solve CT-related puzzles within a game-based learning environment called…
Descriptors: Problem Solving, Computation, Thinking Skills, Game Based Learning
Sagun Giri – ProQuest LLC, 2023
Past efforts to teach novices programming through pair programming and project-based learning utilizing different low floors, high ceilings and wide walls platforms have been successful. Building from related work, this study investigates the effectiveness of Productive Failure (PF) pedagogical design in supporting youth and novices when learning…
Descriptors: Coding, Youth, Computation, Thinking Skills
Thomas Conmy – ProQuest LLC, 2023
The purpose of this meta-analysis was to investigate the effectiveness of the use of games as part of mathematics instruction on academic achievement in grades Kindergarten to 12 in the United States. There were 17 studies selected for investigation published from 2010 to 2023 that focused on game-based learning and mathematics. This meta-analysis…
Descriptors: Meta Analysis, Mathematics Instruction, Game Based Learning, Learning Management Systems
Anjelica B. Hart – ProQuest LLC, 2021
This qualitative research study explored the procedures and instructional practices of implementing game-based learning within a course and/or curriculum in higher education. Game-based learning is structured to integrate gameplay into a subject matter to increase a student's ability to acquire and apply knowledge to the real world. Furthermore,…
Descriptors: College Students, Game Based Learning, Educational Games, Learner Engagement
Shannon M. Mersand – ProQuest LLC, 2022
In 2005, Dale Dougherty and O'Reilly Media founded "Make Magazine," and coined the term Makerspace, which is broadly defined as a community workspace where people come together to solve problems using materials and tools they might otherwise not have access to (Dougherty, 2012). Recently, schools have allocated funding and resources into…
Descriptors: School Libraries, Shared Resources and Services, Cooperative Learning, Problem Solving
Jum'ah, Laith – ProQuest LLC, 2023
Epistemic beliefs, epistemic cognitions, and self-regulation processes have a significant role in students' learning. Through this study, I investigated the role of mechanical engineering students' epistemic beliefs and epistemic cognitions involved in self-regulation processes while working on tasks with different difficulty levels. In this…
Descriptors: Epistemology, Cognitive Processes, Beliefs, Difficulty Level
Instructional Change and Student Outcomes within Collaborative Problem-Solving Learning Environments
James Oren – ProQuest LLC, 2022
More than 85% of federally funded research initiatives fail to produce significant positive results (Coalition for Evidence-Based Policy, 2013). Moreover, of the less than 15% that do yield positive results, none show replicability outside of their original setting (Pogrow, 2017; Kizilcec et al., 2020). Mixed results are present in even the most…
Descriptors: Cooperative Learning, Problem Solving, Educational Change, Teaching Methods
Stephanie Lynn Blanton – ProQuest LLC, 2024
This convergent mixed methods study investigated the relationship between the assessment-capable learning (ACL) instructional model, John Hattie's influence referred to as "students driving their own learning," and math achievement in kindergarten. While Visible Learning literature has focused on secondary and higher education, this…
Descriptors: Kindergarten, Early Childhood Education, Early Childhood Teachers, Mathematics Achievement
How Language 2 Learners' Perspectives Impact Project-Based Learning Instructions in High School Math
Zemani, Mirela Eleni – ProQuest LLC, 2022
The purpose of this basic qualitative study is to examine the perceptions of Language 2 (L2) learners about project-based learning (PBL) at a Midwestern high school to acquire their mathematical concepts in English. L2 learners' insights using a PBL environment to construct their skills for college readiness, higher order thinking, autonomy,…
Descriptors: Student Attitudes, Student Projects, Active Learning, High School Students
Rina Levy Cohen – ProQuest LLC, 2022
The aim of this study was to examine the relationship between common classroom help-seeking determinants (achievement goals, self-efficacy, prior knowledge, gender, and help-seeking perceptions) and help-seeking behaviors online (hint use percentage, latency of help seeking, answer attempt percentage, feedback level percentage, and seeking help…
Descriptors: Correlation, Help Seeking, Self Efficacy, Prior Learning