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Gower, Amy L.; Cousin, Molly; Borowsky, Iris W. – Journal of School Health, 2017
Background: Although nearly all states in the United States require school districts to adopt anti-bullying policies, little research examines the effect of these policies on student bullying and health. Using a statewide sample, we investigated associations between the quality of school district anti-bullying policies and student bullying…
Descriptors: Bullying, Board of Education Policy, School Districts, Student Behavior
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Song, Yu – Cogent Education, 2015
Classroom dialogue is commonly used in teaching and learning, and viewed as in terms of helping students to think critically and understand knowledge better. Thus, educators and scholars call on active participation in classroom dialogue. However, students in mainland China are traditionally viewed as less talkative in class. In this study, I…
Descriptors: Foreign Countries, Classroom Communication, Dialogs (Language), Interpersonal Communication
Kai, Shiming; Paquette, Luc; Baker, Ryan S.; Bosch, Nigel; D'Mello, Sidney; Ocumpaugh, Jaclyn; Shute, Valerie; Ventura, Matthew – International Educational Data Mining Society, 2015
Increased attention to the relationships between affect and learning has led to the development of machine-learned models that are able to identify students' affective states in computerized learning environments. Data for these affect detectors have been collected from multiple modalities including physical sensors, dialogue logs, and logs of…
Descriptors: Video Technology, Interaction, Physics, Affective Behavior
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Fulmer, Gavin W.; Liang, Ling L.; Liu, Xiufeng – International Journal of Science Education, 2014
This exploratory study applied a proposed force and motion learning progression (LP) to high-school and university students and to content involving both one- and two-dimensional force and motion situations. The Force Concept Inventory (FCI) was adapted, based on a previous content analysis and coding of the questions in the FCI in terms of the…
Descriptors: Secondary School Science, High School Students, College Science, College Students
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Hope, Elan C.; Skoog, Alexandra B.; Jagers, Robert J. – Journal of Adolescent Research, 2015
We examine how Black high school students, participants in a Youth Participatory Action Research (YPAR) program, understand issues of racial discrimination and inequality in their schools. Through semi-structured individual interviews conducted early in the program, eight students (six boys and two girls) recount experiences of racial…
Descriptors: African American Students, High School Students, Action Research, Racial Discrimination
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Strunk, Catherine M.; King, Keith A.; Vidourek, Rebecca A.; Sorter, Michael T. – Health Education & Behavior, 2014
Youth suicide is a serious public health issue in the United States. It is currently the third leading cause of death for youth aged 10 to 19. School-based prevention programs may be an effective method of educating youth and enhancing their help-seeking. Most school-based suicide prevention programs have not been rigorously evaluated for their…
Descriptors: Program Effectiveness, Adolescents, Suicide, Prevention
Higgins, Patrick D. – ProQuest LLC, 2012
Effective communication skills are a vital component of student academic achievement and success, yet students often struggle with them. This study utilized an organizational writing graphic organizer based on a critical thinking model to determine the impact of its use on the persuasive writing scores of 9th-grade students. A sample of…
Descriptors: Instructional Materials, Critical Thinking, Program Effectiveness, Grade 9
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Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi – Journal of Computers in Mathematics and Science Teaching, 2014
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Descriptors: Educational Games, Science Instruction, Student Interests, Learning Activities