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Robinson, Leah E.; Palmer, Kara K.; Webster, E. Kipling; Logan, Samuel W.; Chinn, Katherine M. – Research Quarterly for Exercise and Sport, 2018
Purpose: This feasibility study compared the effects of 2 movement programs, traditional and mastery climate (i.e., the Children's Health Activity Motor Program [CHAMP]), on lesson context and children's physical activity (PA) levels. A secondary aim was to examine sex differences in PA levels in both programs. Method: Seventy-two preschoolers…
Descriptors: Feasibility Studies, Exercise, Teaching Methods, Physical Activity Level
O'Malley, Teagen L.; Horowitz, Katie Rose; Garth, José; Mair, Christina; Burke, Jessica G. – American Journal of Sexuality Education, 2017
Sexuality health education is moving beyond the classroom, with technology expanding youth access to sexual health information. While text message services are increasingly being used to provide information, a peer education approach has yet to be incorporated. Results from this feasibility study support a sexual health textline (IOTAS),…
Descriptors: Sex Education, Sexuality, Technology Uses in Education, Educational Technology
Dockrell, Julie; Marshall, Chloë; Wyse, Dominic – Education Endowment Foundation, 2015
"Talk for Writing" is an approach to teaching writing that emphasizes three teaching methods: (1) 'imitation' (where pupils learn texts by heart, so they can discuss and dissect them); (2) 'innovation' (where pupils adapt stories to create their own versions); and (3) 'invention' (where teachers help pupils to create original stories).…
Descriptors: Foreign Countries, Writing Instruction, Teaching Methods, Imitation
Murphrey, Theresa Pesl; Rutherford, Tracy A.; Doerfert, David L.; Edgar, Leslie D.; Edgar, Don W. – Journal of Agricultural Education, 2014
Educational technology continues to expand with multi-user virtual environments (e.g., Second Life™) being the latest technology. Understanding a virtual environment's usability can enhance educational planning and effective use. Usability includes the interaction quality between an individual and the item being assessed. The purpose was to assess…
Descriptors: Usability, Virtual Classrooms, Agricultural Colleges, Agricultural Education
Nelson-Walker, Nancy J.; Doabler, Christian T.; Fien, Hank; Gause, Marshall; Baker, Scott K.; Clarke, Ben – Society for Research on Educational Effectiveness, 2013
Widespread concern has been expressed about the persistent low mathematics achievement of students in the US, particularly for students from low-income and minority backgrounds and students with disabilities. Instructional gaming technology, when designed and fictionalized well, has the potential to improve the motivation and mathematics…
Descriptors: Mathematics Achievement, Low Achievement, At Risk Students, Educational Games
McKenney, Susan; Voogt, Joke – Australasian Journal of Early Childhood, 2012
The active participation of teachers in designing classroom learning experiences contributes to teacher abilities to facilitate learning. This paper reports on a case study of one Dutch teacher designing a technology-rich learning environment for emergent literacy. Data was collected to explore the design and implementation of the learning…
Descriptors: Class Activities, Feasibility Studies, Learning Activities, Educational Technology
Tsong, Chau Kien; Chong, Toh Seong; Samsudin, Zarina – Turkish Online Journal of Educational Technology - TOJET, 2012
Multimedia augmented with tangible objects is an area that has not been explored. Current multimedia systems lack the natural elements that allow young children to learn tangibly and intuitively. In view of this, we propose a research to merge tangible objects with multimedia for preschoolers, and propose to term it as "tangible…
Descriptors: Foreign Countries, Multimedia Instruction, Case Studies, Observation