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Dawn C. Tatum – ProQuest LLC, 2023
Gamification is a term used to describe the art of taking a process or a task and making it into a game. Using games as a way to make mundane tasks or necessary lessons more fun is used in many aspects of life. Parents often use games to teach children tasks, and teachers use games to enforce learning, and much more. The gamification of Security…
Descriptors: Game Based Learning, Information Security, Computer Security, Behavior Patterns
Laurel Lynn Schneider – ProQuest LLC, 2023
As the digital world evolves, so does the risk of cyberattacks. Despite technology playing a vital role in nullifying these threats, the human factor is still regarded as one of the greatest weaknesses. End-user behavior is a major cause of information security breaches. This quantitative empirical study used a single-group, pre-post-test,…
Descriptors: Computer Security, Information Security, Correlation, Knowledge Level
Reeves, Eric N. – ProQuest LLC, 2019
The purpose of this study was to investigate the influence of neuroscience instruction on coach self-efficacy and self-reported coaching behaviors within the coaching dyad. This study used a qualitative research design employing in-depth, one-on-one interviews with life coaches. Purposeful, criterion sampling was used to select seven coaches who…
Descriptors: Teaching Methods, Neurosciences, Coaching (Performance), Self Efficacy
Svetlana Nikic – ProQuest LLC, 2021
Teachers' effectiveness is associated with their instructional practices and is ultimately linked to students' learning outcomes. In order to impact teachers' effectiveness, schools focus substantial effort and resources on professional development led by an assumption that teachers' classroom practices can be improved through targeted…
Descriptors: Urban Schools, Middle School Teachers, Intervention, Learner Engagement
Stanley-Yolgecen, Athena Joyce – ProQuest LLC, 2018
The purpose of this case study is to explore effects of digital gamification on engagement and achievement in a third-grade social studies course for students of multiple nationalities and with varied native languages attending the English language international branch of a private, affluent school in eastern China. The case study is framed by…
Descriptors: Case Studies, Computer Games, Grade 3, Elementary School Students
Rody, Carlotta A. – ProQuest LLC, 2013
High school biology classes traditionally follow a lecture format to disseminate content and new terminology. With the inclusive practices of No Child Left Behind, the Common Core State Standards, and end-of-course exam requirement for high school diplomas, classes include a large range of achievement levels and abilities. Teachers assume, often…
Descriptors: Emotional Disturbances, Behavior Disorders, Notetaking, Lecture Method
McWilliams, Ellen K. – ProQuest LLC, 2011
Managing disruptive behaviors in schools is a high-ranking concern in communities across the country (Rose & Gallup, 2006). Unfortunately, the practice of instituting tougher and more severe consequences for increased discipline problems has not resulted in a decrease of disruptive behavior (Lewis & Garrison-Harrell, 1999; Safran &…
Descriptors: Discipline Problems, Student Behavior, Discipline, Attendance Patterns