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Miller De Rutté, Alyssia; Lopez, Megan – L2 Journal, 2022
Gamification within courses has offered great opportunities for students to engage further into the course material. Traditionally, gamification is used with one or two elements of a course. This study investigated full course gamification of a Second Language (L2) classroom, which has not been explored heavily within research. The researchers…
Descriptors: Gamification, Second Language Learning, Curriculum Development, Student Attitudes
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Silver, Matt – Support for Learning, 2021
This article provides an insider account of one school's journey towards a curriculum offer which makes use of a meaningful, mastery project-based approach. The initiative incorporates consideration of self-determination theory to secure outcomes which are relevant to the needs of students. The account offers insights into a work in progress and…
Descriptors: Student Motivation, Learner Engagement, Outcomes of Education, Curriculum Development
Reigeluth, Charles M.; Beatty, Brian J. – Educational Technology, 2003
Proposes four main reasons that children are left behind in schools: unmet needs, lack of motivation, lack of foundation and prior knowledge, and lack of support for learning. Discusses Maslow's hierarch of needs; partnerships with parents; connecting to student interests; insisting on mastery; curriculum sequencing; brain-based research; and…
Descriptors: Academic Failure, Brain, Curriculum Development, High Risk Students
Northup, Terry; Barnes, Buckley – 1977
Focusing on thinking skills which are basic to citizenship, the paper reviews definitions of citizenship from Plato to the present, discusses scholarly thinking about citizenship, lists general principles of skill development, and presents two brief sample lessons. Citizenship is interpreted as social interaction which is based upon global…
Descriptors: Citizenship, Concept Teaching, Consumer Education, Curriculum Development