Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 2 |
Descriptor
Grade 10 | 2 |
Grade 11 | 2 |
Grade 7 | 2 |
Grade 8 | 2 |
Grade 9 | 2 |
Informal Education | 2 |
Technology Uses in Education | 2 |
Access to Education | 1 |
Accessibility (for Disabled) | 1 |
Adolescents | 1 |
Citizen Participation | 1 |
More ▼ |
Author
Amanda Bastoni | 1 |
Andrew D. Coppens | 1 |
Annetta, Leonard | 1 |
Cheng, Meng-Tzu | 1 |
Cindy L. Hartman | 1 |
Folta, Elizabeth | 1 |
Fusarelli, Bonnie | 1 |
Holmes, Shawn | 1 |
Jayson Seaman | 1 |
Lamb, Richard | 1 |
Thurmond, Brandi | 1 |
More ▼ |
Publication Type
Journal Articles | 2 |
Reports - Research | 2 |
Education Level
Grade 10 | 2 |
Grade 11 | 2 |
Grade 7 | 2 |
Grade 8 | 2 |
Grade 9 | 2 |
High Schools | 2 |
Junior High Schools | 2 |
Middle Schools | 2 |
Secondary Education | 2 |
Elementary Education | 1 |
Grade 12 | 1 |
More ▼ |
Audience
Location
New Hampshire | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Amanda Bastoni; Jayson Seaman; Andrew D. Coppens; Cindy L. Hartman – Connected Science Learning, 2024
This article describes methods and findings from a study focused on youth living in rural communities in northern New Hampshire who struggle with accessing STEM learning opportunities because of economic underinvestment and geographical isolation. These challenges also negatively impact researchers hoping to learn how rural youth benefit from…
Descriptors: Learner Engagement, Informal Education, STEM Education, Citizen Participation
Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi – Journal of Computers in Mathematics and Science Teaching, 2014
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Descriptors: Educational Games, Science Instruction, Student Interests, Learning Activities