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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
ICF International, 2020
Purpose: The purpose of this two-year study was to assess the impact of the CORE program, a model that integrates technology and active learning modules in high schools by providing multi-disciplinary teams of teachers and administrators with professional development and resources to support the development of students' non-cognitive skills and…
Descriptors: High School Students, Program Effectiveness, Technology Integration, Active Learning
Edmunds, Julie A.; Grebing, Eric M.; Coyle, Victoria C.; Rosof, Laura; Henson, Bob A.; Cardwell, Ramsey – SERVE Center at University of North Carolina at Greensboro, 2021
The College and Career Readiness Expansion project was a five-year, federally funded effort to implement early college strategies in comprehensive high schools. This report presents the results from a quasi-experimental impact study of the project and a mixed methods examination of its implementation. Results showed that the program increased the…
Descriptors: College Readiness, Career Readiness, High School Students, Program Effectiveness