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Snelson, Chareen – TechTrends: Linking Research and Practice to Improve Learning, 2022
Quest-based learning (QBL) is a choice-driven approach that integrates game elements in a gamified or game-based learning environment. A scoping review of the research literature was conducted to examine the extent, range and nature of the QBL research activity, how the approach has been used in educational practice and what benefits or…
Descriptors: Game Based Learning, Educational Benefits, Educational Practices, Feasibility Studies
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Fiona L. Macphee; Stephanie K. Brewer; Margaret H. Sibley; Paulo Graziano; Joseph S. Raiker; Stefany J. Coxe; Pablo Martin; Shauntal J. Van Dreel; Mercedes Ortiz Rodriguez; Aaron R. Lyon; Timothy F. Page – Grantee Submission, 2023
Background: Youth with ADHD are at risk of academic impairments, dropping out of high school, and dysfunction in young adulthood. Interventions delivered early in high school could prevent these harmful outcomes, yet few high school students with ADHD receive treatment due to limited access to intervention providers. This study will test a…
Descriptors: Intervention, High School Students, Attention Deficit Hyperactivity Disorder, Comparative Analysis