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Jaedyn K. Morris – ProQuest LLC, 2024
Interventions are common tools used by school psychologists for the benefit of students and teachers. Tootling is an intervention that combines the idea of tattling and "tooting your own horn," and promotes peer-monitoring of prosocial behaviors instead of antisocial or disruptive behaviors (Skinner, Cashwell, & Skinner, 2000). This…
Descriptors: Elementary School Students, School Counselors, Disclosure, Self Esteem
Rachel Restani; Margarita Jimenez-Silva; Tony Albano; Suzanne Abdelrahim; Robin Martin; Rebecca Ambrose – Mathematics Education Research Group of Australasia, 2024
Determining the most effective ways to support student-to-student talk requires some negotiating from a responsive teacher. This paper reports on a case study of two emergent multilingual students in Grade 3 (seven to eight-year-olds) who explained their strategies to each other. The transcript of their conversation was analysed using Chan and…
Descriptors: Multilingualism, Peer Relationship, Grade 3, Elementary School Students
Karen M. Alexander Glueckert – ProQuest LLC, 2024
Research has suggested that measures of both general classroom observational tools (Classroom Organization and Teacher Emotional/Instructional Support) and content-specific observational tools (Ambitious Math Instruction and Errors and Imprecision) are related to K-6 student math achievement and therefore there is encouragement to use both types…
Descriptors: General Education, Curriculum, Classroom Techniques, Mathematics Achievement
Riese, Abbey M. – ProQuest LLC, 2023
Active Breaks (AB) are a classroom management strategy to increase student on-task behavior in elementary-aged general education populations. ABs are defined as short bouts of physical activity that take place between academic instructional periods. Research has focused on breaks with a dosage ranging from 4- to 15-min, with demonstrated positive…
Descriptors: Recess Breaks, Classroom Techniques, Student Behavior, Behavior Modification
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Crook, Kayla C.; Ringdahl, Joel E.; Cooper, Rosie N.; Quinland, Kadijah; Mangum, Dan R.; Zabala, Karla – Journal of Positive Behavior Interventions, 2023
The Caught Being Good Game (CBGG) is an evidence-based practice used in classrooms to reduce disruptive classroom behavior. This approach to classwide intervention has been implemented and its effectiveness demonstrated across grade levels and types of disruptive behavior. Teachers report that the CBGG is an easy classroom management strategy to…
Descriptors: Game Based Learning, Student Behavior, Intervention, Positive Reinforcement
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Breya L. Whitefield; Sarah W. Harry; David E. McIntosh; Connie E. McIntosh; Argnue Chitiyo; Abel M. English; Brianna R. Poore – Journal of Applied School Psychology, 2025
The current study examined the effects the tootling intervention on classwide levels of academically engaged behavior (AEB) and disruptive behavior (DB) by comparing traditional tootling to a formalized tootling card intervention and an interdependent group contingency control condition. The intervention used an alternating treatment design within…
Descriptors: Elementary School Students, Grade 3, Grade 4, Grade 5
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Figen Karaferye – Turkish Online Journal of Distance Education, 2024
The research on classroom management in general is numerous, yet the connection between digitization, classroom management, and Social and Emotional Learning (SEL) has been understudied. The current study explored how primary school teachers managed their digital classrooms while incorporating social and emotional learning into their classroom…
Descriptors: Social Emotional Learning, Teaching Experience, Electronic Learning, Elementary School Teachers
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Brownell, Cassie J.; Parks, Amy Noelle – Anthropology & Education Quarterly, 2022
Historically, research about classroom management has been instrumental in nature. Although some studies have engaged a critical perspective, few have studied management from the perspectives of children. Through interviews with third-grade children, this study asked: "How do third graders make sense of a "clip chart" classroom…
Descriptors: Classroom Techniques, Grade 3, Elementary School Students, Student Attitudes
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Melissa S. van Rensburg; Janet L. Condy; Peter K. Nyewe – South African Journal of Childhood Education, 2024
Background: The coronavirus disease 2019 (COVID-19) pandemic exacerbated a global learning crisis with teaching and learning losses, impacting children's well-being and the management of their behaviours. Aim: The aim of this study was to explore how four Grade 3 educators managed the behaviours of learners in their classroom post-COVID-19.…
Descriptors: Student Behavior, Grade 3, Elementary School Students, COVID-19
Allison ReNea Eubanks – ProQuest LLC, 2022
Student behavior in classrooms is a major challenge for educators. Notwithstanding the reasons behind student misbehavior, teachers and administrators continually seek to improve student behavior using positive behavioral incentives; yet, research concerning the effectiveness of external stimuli used in incentives and the determination of the most…
Descriptors: Elementary School Teachers, Grade 3, Males, Experienced Teachers
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Wold, Hannah; Prusak, Keven A.; Barney, David C.; Wilkinson, Carol – Physical Educator, 2023
There is growing evidence that increased physical fitness and physical activity (PA) rates are positively associated with academic achievement. Recent efforts toward Comprehensive School Physical Activity Programs (CSPAP) include the use of PA breaks during academic learning activities. This study examined the acute and chronic effects of PA…
Descriptors: Physical Fitness, Physical Activity Level, Correlation, Academic Achievement
Mia L. Morgan – New England College Journal of Applied Educational Research, 2023
This paper presents one elementary school librarian's experience using gamification and game-based learning in the specialist classroom. While the academic literature on gamification and game-based learning is increasing, there has not been much written on using these techniques in the specialist classroom. Using a case study method, the…
Descriptors: Gamification, School Libraries, Game Based Learning, Grade 3
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Neuharth-Pritchett, Stacey; Hirt, Sofia; Getch, Yvette Q.; Schilling, Ethan J. – Journal of Early Childhood Teacher Education, 2023
Early childhood educator preparation program curricula contain limited course work and accompanying field experiences on chronic illness management and supporting young children with these conditions. The current study examines data from 319 kindergarten to third grade teachers from the southeastern United States and their perceptions of statewide…
Descriptors: Elementary School Students, Diseases, Faculty Development, Teacher Attitudes
Andrew C. Houser – ProQuest LLC, 2021
The purpose of this quantitative causal-comparative study was to determine if there were statistically significant differences between 3rd-, 4th-, and 5th-grade reading teachers in the Northeast Unites States, defined as participants and nonparticipants in the LETRS® professional development, in terms of teachers' self-efficacy in student…
Descriptors: Faculty Development, Reading Instruction, Self Efficacy, Grade 3
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Groves, Emily A.; Austin, Jennifer L. – School Psychology Review, 2020
The Good Behavior Game (GBG) is a classroom management intervention whereby students earn points toward a particular criterion to "win" the game. Typically, students know the criterion at the start of the game. However, this approach may cause behavior to deteriorate if, during the game, students believe that they have already won or…
Descriptors: Student Behavior, Behavior Problems, Educational Games, Classroom Techniques
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