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Hier, Bridget O.; MacKenzie, Connor K.; Ash, Tory L.; Maguire, Samantha C.; Nelson, Kaytlin A.; Helminen, Emily C.; Watts, Emily A.; Matsuba, Erin S. M.; Masters, Ellen C.; Finelli, Carly C.; Circe, Joshua J.; Hitchings, Taylor J.; Goldstein, Alec R.; Sullivan, William E. – Journal of Positive Behavior Interventions, 2024
This multiple-baseline design study examined the effects of the Good Behavior Game (GBG) on class-wide academic engagement in online general education classrooms. Teachers in three third- through fifth-grade classrooms in the state of New York implemented the GBG remotely during the COVID-19 pandemic. Treatment integrity was supported using…
Descriptors: Behavior Patterns, Games, Learner Engagement, Distance Education
Dana Schillinger – ProQuest LLC, 2022
The utilization of technology in the elementary classroom is becoming increasingly vital in a global society. Teaching during the Coronavirus pandemic has had a profound impact on all educators. As a result of the crisis, instructors worldwide had to quickly adapt and shift to a new way of teaching both remotely and in person. Educators were asked…
Descriptors: COVID-19, Pandemics, Electronic Learning, Online Courses
Mary Elizabeth Pettit – ProQuest LLC, 2024
The ongoing cycle of educational reform in America has led policymakers and educational leaders to prioritize test-based results and de-prioritize noncognitive skills, equitable outcomes, and crucial socio-emotional aspects of schooling (Lynch et al., 2009). Despite the equitable goals outlined in previous education policy reforms, intended…
Descriptors: Literacy Education, Leaders, Attitudes, Elementary Education