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W. Blake Ford; Keith C. Radley; Daniel H. Tingstrom; Brad A. Dufrene – Journal of Positive Behavior Interventions, 2020
Disruptive behavior (DB) negatively affects the learning process in various ways, interfering with the educational process of individual students, the teacher, and/or the class as a whole. Group contingency interventions, such as the Good Behavior Game (GBG), are often used classwide to provide teachers with evidence-based management strategies…
Descriptors: Behavior Problems, Student Behavior, High School Students, Grade 9
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Busuttil, Leonard; Formosa, Marquita – Informatics in Education, 2020
This paper investigates unplugged computing as a formal pedagogical strategy to teaching computing to a Maltese secondary class of Year 9 students. It aims at identifying the effectiveness of this pedagogy outlining the strengths and weaknesses in its application, taking into consideration the level of attainment for students, as well as the…
Descriptors: Foreign Countries, Computer Science Education, Grade 9, Secondary School Students
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Wegrzyn, Stacy C.; Hearrington, Doug; Martin, Tim; Randolph, Adriane B. – Journal of Research on Technology in Education, 2013
Attention deficit hyperactivity disorder (ADHD) is the most commonly diagnosed childhood neurobehavioral disorder, affecting approximately 5.5 million children, of which approximately 66% take ADHD medication daily. This study investigated a potential nonpharmaceutical alternative to address the academic engagement of 5th through 11th grade…
Descriptors: Attention Deficit Hyperactivity Disorder, Brain, Elementary School Students, Secondary School Students