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Swan, Kathy; Crowley, Ryan; Stamoulacatos, Nick; Lewis, Bonnie; Stringer, Grant – Social Education, 2022
In this article, the authors examine one approach to teaching hard history using an Inquiry Design Model (IDM) curricular loop. A curricular loop allows students to build a deeper understanding of a complex idea and develop a greater facility with the tools of inquiry over a course of study by regularly engaging in an inquiry. The curricular loop…
Descriptors: Middle School Students, Grade 8, History Instruction, Social Studies
Hutner, Todd L.; Sampson, Victor; Chu, Lawrence; Baze, Christina L.; Crawford, Richard H. – Science Education, 2022
The Framework for K-12 Science Education details new goals to guide improvement of US science education. Among the new goals, the inclusion of engineering core ideas and practices stand out. We report a case study of four 8th-grade science teachers who chose to integrate engineering core ideas and practices into their science classes by teaching…
Descriptors: Case Studies, Science Teachers, Middle School Teachers, Grade 8
Aydin, Serap Öz; Azizoglu, Nursen; Yilmaz, Fatma Bilgican – Elementary School Forum (Mimbar Sekolah Dasar), 2023
This study aimed at designing instructional material named Biotechnology Instruction Module (BIM) which is enriched with active learning methods to enhance the 8th grade students' learning of the topic. The development of the teaching materials proceeded within the stages of the ADDIE instructional design model. The final form of the instructional…
Descriptors: Active Learning, Biotechnology, Case Studies, Genetics
André, Mauro; Hastie, Peter – Physical Educator, 2020
Given the concern of presenting physical education environments that promote equity, it is appropriate to study innovations that can achieve that goal. In this study, that innovation took the form of student-designed games (SDG). SDG is the process in which students create, practice, and refine their own games and in which the teacher acts more as…
Descriptors: Physical Education, Gender Differences, Equal Education, Teaching Methods
Wiebe, Sean; Smith, Claire Caseley – McGill Journal of Education, 2016
In this article, we summarize research on Prince Edward Island where a Prince Edward Island teacher, identifying as an a/r/tographer, designed a digital and multiliteracies unit, as part of a directed studies course in her Master of Education program. Small in scope, this single participant case study was designed to give a fuller picture to three…
Descriptors: Curriculum Design, Multiple Literacies, Masters Programs, Educational Theories
Kelly, Susan – ProQuest LLC, 2020
A longstanding aim of education efforts to position students as knowledge constructors so they are engaged in the building and shaping their learning environment. Current education reforms situate student sense making around authentic science inquiries where students are engaged in the practices of science. In the science classroom, this means…
Descriptors: Educational Change, Epistemology, Science Instruction, Classroom Communication
Ackerman, Lyn Kajiwara – ProQuest LLC, 2017
Video games are a growing multi-billion dollar industry. Pew Internet & American Life Project (2008) reported that 97 percent of teens ages 12 to 17 years play computer, web, portable, or console games. Of the various genres that were reported, 36 percent of teens played role playing games and 21 percent played massively multiplayer online…
Descriptors: Video Games, Computer Games, Adolescents, Mixed Methods Research
Kulo, Violet A.; Cates, Ward Mitchell – Educational Technology, 2013
Given that there is no universal way to measure implementation fidelity, instructional designers developing instructional innovations may find themselves faced with the challenge of determining the extent to which teachers' implementation of an instructional model is faithful. This article contends that a faithful implementation is one in…
Descriptors: Instructional Design, Program Implementation, Instructional Innovation, Change Strategies
Johnson, Claire – Online Submission, 2017
"Game Maker" is widely used in UK secondary schools, yet under-researched in that context. This paper presents the findings of a qualitative case study that explores how authoring computer games using "Game Maker" can support the learning of basic programming concepts in a mainstream UK secondary setting. The research draws on…
Descriptors: Foreign Countries, Secondary School Students, Qualitative Research, Case Studies
Hillaire, Garron; Rappolt-Schlichtmann, Gabrielle; Ducharme, Kim – Journal of Learning Analytics, 2016
Prototype work can support the creation of data visualizations throughout the research and development process through paper prototypes with sketching, designed prototypes with graphic design tools, and functional prototypes to explore how the implementation will work. One challenging aspect of data visualization work is coordinating the expertise…
Descriptors: Visual Learning, Educational Theories, Visualization, Computer Graphics
Bermingham, Aaron – Geographical Education, 2016
This study analysed the extent to which student-led inquiry is supported by fieldwork booklet design. Roberts' (2003) framework for learning through inquiry was used as lens for analysing the presence of student-led inquiry in the design of nine fieldwork booklets. Observations of teaching practice from two fieldwork activities were also analysed…
Descriptors: Geography Instruction, Inquiry, Active Learning, Field Studies
Girsa, Heather – ProQuest LLC, 2016
In a northeastern state eighth grade math students are struggling with meeting adequate yearly progress in math. The state's math proficiency in the school year 2013-2014 for eighth grade students showed that only 56% scored at grade level or above. The local problem addressed in this study is that 44% of a northeastern state's eighth graders are…
Descriptors: Secondary School Mathematics, Secondary School Students, Grade 8, Mathematics Education
Herro, Danielle – Theory Into Practice, 2015
Because traditional schools struggle to effectively understand, implement, and sustain digital learning initiatives, innovating with digital media in classrooms is a difficult endeavor. Practitioners need examples to better understand conditions necessary to move forward with digital media and learning (DML) in schools. This article provides…
Descriptors: Sustainability, Educational Technology, Technology Uses in Education, Technology Integration
Kennedy, Eugene; Smolinsky, Lawrence – EURASIA Journal of Mathematics, Science & Technology Education, 2016
This article presents results of a case study of a math circle designed for low income, minority students from an inner city middle school. The students were 6th, 7th and 8th grade African American and Hispanic males enrolled in a science, technology, engineering and mathematics focused charter school. The study focused on the impact of…
Descriptors: Males, Middle School Students, Mathematics, Mathematics Instruction
Jang, Hyungshim; Kim, Eun Joo; Reeve, Johnmarshall – Journal of Educational Psychology, 2012
This study provides the first longitudinally designed, classroom-based empirical test of self-determination theory's motivation mediation model. Measures of perceived autonomy support, motivation (autonomy need satisfaction), engagement, and achievement were collected from 500 (257 females, 243 males) 8th-grade students in Korea in a 3-wave…
Descriptors: Learning Motivation, Foreign Countries, Research Design, Structural Equation Models
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