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Erik Lundberg – Journal of Political Science Education, 2024
Mock elections are an increasingly popular form of active learning, adopted in many European countries and the United States. However, we have limited knowledge regarding the extent to which they enhance students' civic competence. This article analyzes data from over 9,000 students aged 13-19 who participated in a 2022 mock election in Sweden.…
Descriptors: Foreign Countries, Elections, Elementary School Students, Secondary School Students
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Jiyeon Kim – English Teaching, 2023
This study investigated primary teachers' knowledge of pronunciation instruction, and its manifestation in classroom practices in Korean EFL contexts. To this end, the questionnaire data collected from 47 teachers were quantitatively analyzed. The emerging themes from 5 teachers' interviews were qualitatively analyzed, based on content analysis.…
Descriptors: Elementary School Students, Technological Literacy, Pedagogical Content Knowledge, Pronunciation Instruction
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Lindsley, Josephine Grant; Harris, Johari; Kruger, Ann Cale; Meyers, Joel P. – Journal for Specialists in Group Work, 2019
A qualitative exploratory study examined African American 7th graders' talk about peer sexual harassment (N = 21). A thematic analysis of single-gender discussion groups demonstrated that while students held misconceptions about sexual harassment, they were fluent in the cultural norms that expect boys to push sexual boundaries and girls to…
Descriptors: Grade 7, African American Students, Student Attitudes, Sexual Harassment
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Hung, Cheng-Yu; Sun, Jerry Chih-Yuan; Liu, Jia-Yin – Interactive Learning Environments, 2019
This study aimed to investigate the effect of flipped classrooms integrated with massive open online courses (MOOCs) and game-based learning on the learning motivation and learning outcomes of students from different backgrounds (in terms of gender, grade, self-confidence indicators in mathematics, and roles played in the game-based learning…
Descriptors: Blended Learning, Online Courses, Game Based Learning, Instructional Effectiveness
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Admiraal, Wilfried – Educational Technology & Society, 2015
Although adolescents are currently the most frequent users of the Internet, many youngsters still have difficulties with a critical, reflective, and responsible use of the Internet. A study was carried out on teaching with a digital role-play game to increase students' reflective Internet skills. In this game, students had to promote a fictional…
Descriptors: Role Playing, Pretests Posttests, Reflection, Internet
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Beightol, Jesse; Jevertson, Jenn; Carter, Susan; Gray, Sky; Gass, Michael – Journal of Experiential Education, 2012
This study assessed the effect of an experiential, adventure-based program on levels of resilience in fifth-grade Latino students. A mixed methods, quasi-experimental design was used to measure the impact of the Santa Fe Mountain Center's Anti-Bullying Initiative on internal assets commonly associated with resilient individuals. Results indicated…
Descriptors: Adventure Education, Bullying, Quasiexperimental Design, Grade 5
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Hou, Huei-Tse – British Journal of Educational Technology, 2013
Many researchers have studied the effects of game-based learning (GBL) (eg, Annetta, Minogu, Holmes & Cheng, 2009; Kiili, 2007). However, empirical process analyses of long-term applications of GBL in a school setting are much less common. A process analysis of GBL in a school setting allows us to better understand the role of games in…
Descriptors: Prior Learning, Gender Differences, Longitudinal Studies, Case Studies