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Ruhama Even; Boaz Silverman – International Journal of Science and Mathematics Education, 2024
When justifying a mathematical statement, textbooks often interweave several instances of justification, creating, what we term, "paths of justification." This study aims to characterize the paths of justification of mathematical statements that are offered in eight 7th grade Israeli mathematics textbooks. The study attended to context…
Descriptors: Foreign Countries, Mathematics Instruction, Grade 7, Textbooks
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Afrah Assi; Anat Cohen – International Journal of Science Education, 2024
The study implements and investigates an innovative learning approach that incorporates Flipped Classroom (FC) methodologies and electronic assessment (e-assessment) in Context-Based Learning (CBL) in chemistry among middle school students. The study incorporated mixed methods strategies and (a) examined learners' attitudes toward and perceptions…
Descriptors: Relevance (Education), Flipped Classroom, Middle School Students, Science Education
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Yael Grinshtain; Shirley Miedijensky; Alexander Zibenberg – Rural Special Education Quarterly, 2024
Drawing on the bioecological theory developed by Bronfenbrenner, the researchers of this study examined four environmental systems--microsystem, mesosystem, exosystem, and macrosystem--for gifted children in Israel as perceived by their parents, focusing on a comparison between rural and central contexts. The rural context comprises peripheral…
Descriptors: Gifted, Environmental Influences, Foreign Countries, Rural Areas
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Meital Amzalag; Dorin Kadusi; Shimon Peretz – Journal of Educational Computing Research, 2024
Abundant research has tried to understand how games can be designed and used effectively to improve the learning process and to examine the correlations between digital learning games and student motivation, engagement, and knowledge retention. The current study examined the correlation between learning through digital game-based learning (DGBL)…
Descriptors: Learner Engagement, Academic Achievement, Game Based Learning, Electronic Learning