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Adam P. Parisi – ProQuest LLC, 2022
Little has changed about the physical properties of public schooling in the United States since the industrial revolution--desks, rows, and teachers at the front of the room (McCoy, 2007). Foote (2019) has argued there is no better way to create a more modern learning space than to do a complete redesign. Given the dramatic redefinition of…
Descriptors: Public Schools, Educational Environment, Classroom Environment, Teacher Attitudes
Natalie Sew; Adrianne Billingham Bock; Danielle Allen – Phi Delta Kappan, 2024
Building on the literature of student leadership development, Natalie Sew, Adrianne Billingham Bock, and Danielle Allen share an approach to civic education: Deeper Civic Learning. This approach offers students the opportunity to develop the knowledge, skills, and key civic dispositions needed to engage in their communities and develop their…
Descriptors: Student Leadership, Civics, Curriculum Design, Grade 8
Joy G. Bertling; Amanda Galbraith; Tabitha Wandell Doss; Rita Swartzentruber; Meredith Massey; Nikki Christen – International Journal of Education & the Arts, 2024
Over the past decade, the arts' potential role in advancing mainstream transdisciplinary curriculum models, like STEM, has been more overtly recognized, both within arts and STEM communities. In this study, we explored STEAM curricula centered around data visualization, a transdisciplinary practice commonly utilized in design and STEM fields and…
Descriptors: Middle School Students, Middle School Teachers, Grade 8, STEM Education
Hisashi Nakahara; Keita Sera; Tetsuya Uenosono; Atsuhiro Katsumoto; Jun Moriyama – Design and Technology Education, 2024
This study investigates junior high school students' perspectives on improving manufactured products and their perceptions as users after participating in materials processing technology learning in Japan. Guided by recent changes in Japanese curriculum guidelines emphasizing real-world application, we conducted a web-based survey collecting 721…
Descriptors: Junior High School Students, Student Attitudes, Manufacturing, Technology

Cindy Peng; Conrad Borchers; Vincent Aleven – Grantee Submission, 2024
Prior studies identified effective, but mainly non-digital, homework aids. This research involved 18 middle school students in a lo-fi prototyping study to integrate traditional homework support tools with intelligent tutoring systems (ITS), leveraging rich log data for personalized learning. Feature investigations in standardized diaries, goal…
Descriptors: Middle School Students, Intelligent Tutoring Systems, Homework, Design
Oflaz, Gülçin – Educational Policy Analysis and Strategic Research, 2023
If chosen carefully according to teaching purposes and incorporated into the curriculum, games can enhance teaching and learning. The use of didactic games while teaching maths can support students' motivation and performance during the lesson. Therefore, educational games should be preferred in maths classes as an alternative teaching method. In…
Descriptors: Educational Games, Preservice Teachers, Mathematics Teachers, Models
STEM Attitudes of Students as Predictor of Secondary School Technology and Design Course Achievement
Kirkiç, Kamil Arif; Uludag, Feriha – Problems of Education in the 21st Century, 2021
Achievement in a course mostly depends on the students' characteristics and how teachers make their courses effective for their students' learning. Although different characteristics of teachers and students can affect learning outcomes, new approaches like STEM may cause new characteristics which affect students' achievement as STEM attitudes.…
Descriptors: Secondary School Students, Student Attitudes, STEM Education, Academic Achievement
Wommer, Fernanda Gabriela Bitencourt; Sepel, Lenira Maria Nunes; Loreto, Elgion Lucio Silva – Research in Science & Technological Education, 2023
Background: Gamification is the use of game design elements, such as rules of play, point scoring and competition, in a non-game context, in learning activities. We designed a game, based on the famous augmented reality game "Pokémon GO," called Insects GO in which players should capture images of real insects with their mobile phones.…
Descriptors: Gamification, Entomology, Middle School Students, Student Attitudes
Scott-Webber, Lennie; Konyndyk, Roger; Denison, Marilyn – Journal of Education and Learning, 2019
New evidence builds upon the Student Engagement IndexTM and Teacher Engagement IndexTM research (Scott-Webber, Konyndyk, & French, 2019; Scott-Webber, Konyndyk, French, & French, 2018; Scott-Webber, Konyndyk, French, Lembke, & Kinney, 2017) determining post-occupancy answers to, "Can we demonstrate that the design of the built…
Descriptors: Learner Engagement, Physical Environment, School Buildings, Educational Facilities Design
XIA, Qi; Chiu, Thomas K. F. – AERA Online Paper Repository, 2023
Artificial intelligence (AI) education is still in the exploratory stage for K-12 schools. There is a serious lack of studies that informed schools teachers about AI curriculum design. Accordingly, this paper presented an AI curriculum and examined whether the curriculum improves students' perceived AI knowledge, attitudes, and motivation towards…
Descriptors: Artificial Intelligence, Learning Motivation, Teaching Methods, Academic Achievement
Espinet, Ivana; Chapman-Santiago, Charene – Journal of Adolescent & Adult Literacy, 2022
This article describes the design and implementation of a project from a translanguaging pedagogical stance. The research presented seeks to understand how translanguaging as a multimodal practice shapes the experiences of students in a traditional English Language Arts 8th-grade classroom and how students leveraged their multimodal semiotic…
Descriptors: Code Switching (Language), Program Implementation, Teaching Methods, Semiotics
Canbazoglu Bilici, Sedef; Küpeli, Mehmet Ali; Guzey, S. Selcen – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2021
This activity provides opportunities for middle school students to design bio-inspired, eco-friendly vehicles. Twenty-four 8th grade students (12 girls, 12 boys) engaged in the activity which was implemented in four class periods, 40 minutes each, in an elective Environmental Education course. During the activity, students engaged in engineering…
Descriptors: Science Instruction, Engineering, Design, Natural Resources
Rupenthal, Michelle; Furuness, Shelly – Middle School Journal, 2020
When middle school teachers and leaders commit themselves to being responsive to the personal concerns of adolescents and the social concerns of their community, it results in opportunities to build capacity in students to be agents of change. This article captures the story of one school's process in designing and implementing a yearlong…
Descriptors: Middle School Students, Middle School Teachers, Student Attitudes, Capacity Building
Vos, Pauline; Frejd, Peter – Journal on Mathematics Education, 2022
Many students do not experience usefulness in mathematics. To address this problem, we offered them a mathematical tool, Sankey diagrams, which is a flow chart appearing in news media to visualize social, industrial or environmental processes. We carried out an Educational Design Research (EDR) to develop and evaluate lesson materials about…
Descriptors: Instructional Design, Mathematics Instruction, Visual Aids, Lesson Plans
Tofel-Grehl, Colby; Fields, Deborah; Searle, Kristin; Maahs-Fladung, Cathy; Feldon, David; Gu, Grace; Sun, Chongning – Journal of Science Education and Technology, 2017
Most interventions with "maker" technologies take place outside of school or out of core area classrooms. However, intervening in schools holds potential for reaching much larger numbers of students and the opportunity to shift instructional dynamics in classrooms. This paper shares one such intervention where electronic textiles…
Descriptors: Middle School Students, Student Interests, Grade 8, Quasiexperimental Design