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Mathias Norqvist; Bert Jonsson; Johan Lithner – Educational Studies in Mathematics, 2025
In mathematics classrooms, it is common practice to work through a series of comparable tasks provided in a textbook. A central question in mathematics education is if tasks should be accompanied with solution methods, or if students should construct the solutions themselves. To explore the impact of these two task designs on student behavior…
Descriptors: Attention, Algorithms, Creativity, Mathematics Education
Amr M. Mohamed; Tahany S. Shaaban; Hassen Alazhar Jmaiel – Journal of Attention Disorders, 2024
Objective: The purpose of this study was to examine the perspectives of English as a Foreign Language Special Education teachers (EFLSE) regarding game-based learning approaches for addressing behavioral disorders in ADHD patients. Method: The study involved a sample (n = 131) of EFLSE teachers who completed a questionnaire to determine how…
Descriptors: Special Education Teachers, English (Second Language), Teacher Attitudes, Game Based Learning
Yi Zhang; Jiumin Yang; Chenyan Dai; Zhongling Pi – Educational Technology & Society, 2024
Previous studies have shown that encouraging students to use self-explanation strategies has proven effective in text-focused learning contexts. However, no study to date has focused on how students' strategy preference moderates the effect of self-explanation strategies on learning from video lectures. The current study investigated how students'…
Descriptors: Teaching Methods, Video Technology, Lecture Method, Preferences
Simon Hudo; Dana J. Perlman – Journal of Physical Education, Recreation & Dance, 2024
Student motivation has been identified as important in supporting the learning, growth, and development of physical education students. A key construct that is housed within motivation is situational interest. Situational interest is an affective response that has been associated with enhanced levels of student engagement and involvement. The aim…
Descriptors: Student Interests, Student Motivation, Physical Education, Student Behavior
Ryan L. Schaaf – ProQuest LLC, 2024
This study explored the impact of Digital Game-Based Learning (DGBL) on focus, engagement, and time-on-task learning behaviors among 8- to 10-year-old students. Grounded in Csikszentmihalyi's Theory of Flow, the study utilized a quantitative experimental design to compare DGBL experiences with alternative instructional strategies through learner…
Descriptors: Game Based Learning, Technology Uses in Education, Time on Task, Student Behavior
Yu-Ching Chen – Innovations in Education and Teaching International, 2025
Occupational safety and health education is usually lecture-based, and students generally have limited retention. Immersive virtual reality (IVR) facilitates students to learn and explore more actively in safe environments. However, learning with the aid of IVR may not guarantee better learning achievement, practical skills, and positive…
Descriptors: Occupational Safety and Health, Computer Simulation, Educational Technology, Technology Uses in Education
Bacon, Paul; Lord, Rachel N. – Health Education Research, 2021
The benefits of physical activity in school settings and its impact on health and academic outcomes are of interest from public health and educational contexts. This study investigates how physically active learning (PAL): (i) contributes to children's physical activity levels, (ii) impacts on academic outcomes and (iii) influences children's…
Descriptors: Physical Activities, Teaching Methods, Physical Activity Level, Time on Task
Fernando Carrión-Robles; Verónica Espinoza-Celi – Emotional & Behavioural Difficulties, 2024
This study aimed to determine the strategies for teaching English as a foreign language (EFL) to a student with attention deficit hyperactivity disorder (ADHD). It was carried out in the South of Ecuador and used the descriptive qualitative method to explore how teaching strategies impacted the behaviour and learning experiences of the ADHD child.…
Descriptors: Teaching Methods, English (Second Language), Second Language Instruction, Attention Deficit Hyperactivity Disorder
Xu Du; Lizhao Zhang; Jui-Long Hung; Hao Li; Hengtao Tang; Miao Dai – Journal of Computing in Higher Education, 2024
This study aims to track college students' on-task rate during the teaching process and to analyze the influence of instructional strategies on on-task rate through the aspects of observable and internal engagement indicators. Thirty-six undergraduate students at a higher education institution in China participated in the study. Students'…
Descriptors: Teaching Methods, Attention Control, Brain Hemisphere Functions, Diagnostic Tests
Zafar Iqbal; Irsa Zahoor – Bulletin of Education and Research, 2024
This study aims to investigate the most prevalent and unacceptable classroom behavioral issues among public secondary school students in the Islamabad Capital Territory (ICT). Moreover, the study identified the reasons for these problem behaviors and ways to address these behaviors. The sample of the study was twenty-three (23) teachers (Female:…
Descriptors: Behavior Problems, Student Behavior, Coping, Secondary School Teachers
Gibbs, Kathy – Emotional & Behavioural Difficulties, 2023
There is a paucity of research in Australia about educators' use of differentiated instruction (DI) to support the learning of students with ADHD. This study reports on a small-scale, qualitative research using interviews with teachers and school leaders to identify how they use DI as an effective teaching instruction for students with ADHD.…
Descriptors: Foreign Countries, Attention Deficit Hyperactivity Disorder, Students with Disabilities, Individualized Instruction
Wisittanawat, Panchompoo; Gresalfi, Melissa S. – Journal of the Learning Sciences, 2021
Background: Educational video games are increasingly used in classrooms because they can offer meaningful contexts for problem solving. However, educational video games bring together two historically disparate activities: school mathematics and video games. How these two activities complement, compromise, or contradict each other influences how…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Mathematics Instruction
Rees, Siân A. – Journal of Research in Special Educational Needs, 2016
Certain groups of pupils who have sustained an Acquired Brain Injury (ABI) have a different pattern of attention within the classroom which interferes with learning and social interactions. The delineation of these groups is suggested. By looking in detail at the classroom behaviour of eight pupils, a common account for classroom behaviour…
Descriptors: Brain, Injuries, Attention Control, Student Behavior
Moore, Darren A.; Russell, Abigail E.; Matthews, Justin; Ford, Tamsin J.; Rogers, Morwenna; Ukoumunne, Obioha C.; Kneale, Dylan; Thompson-Coon, Jo; Sutcliffe, Katy; Nunns, Michael; Shaw, Liz; Gwernan-Jones, Ruth – Review of Education, 2018
Non-pharmacological interventions for attention-deficit/hyperactivity disorder are useful treatments, but it is unclear how effective school-based interventions are for a range of outcomes and which features of interventions are most effective. This paper systematically reviews randomised controlled trial evidence of the effectiveness of…
Descriptors: Attention Deficit Hyperactivity Disorder, Intervention, Program Effectiveness, Children
Emma Ashworth; Neil Humphrey; Alexandra Hennessey – Journal of Research on Educational Effectiveness, 2020
This study aimed to examine the impact of a universal, school-based intervention, the Good Behavior Game (GBG), on children's behavior, and to explore any subgroup moderator effects among children at varying levels of cumulative risk (CR) exposure. A 2-year cluster-randomized controlled trial was conducted comprising 77 primary schools in England.…
Descriptors: Intervention, Elementary School Students, Check Lists, Student Behavior