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Rahimi, Farzan Baradaran; Kim, Beaumie – Learning, Media and Technology, 2023
When we give meanings to a physical space, we engage in place-making. With technologies, the place-making activities can be extended to virtual and hybrid spaces. In games, actual or virtual space can gain narrative and meaning transforming into a playce (i.e., a place for play). We suggest that playce-making (i.e., transforming a space into a…
Descriptors: Place Based Education, Play, Educational Change, Design
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Harrison Michael Campbell – English Journal, 2021
In this article, classroom researcher Harrison Campbell recounts his research into the literacy experiences of eight junior high (grades 8 and 9) students over the course of a school semester in Western Canada. Using phenomenological inquiry, Campbell invited students into a process of making meaning through experience. These experiences, brought…
Descriptors: Foreign Countries, Grade 8, Grade 9, Drama
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Thomas Kennedy – Design and Technology Education, 2023
The purpose of this study was to explore the perceived sense of comfort and belonging of girl participants, aged 15-16, engaged within a school-based offering of the Marine Education Advanced Education (MATE) underwater remotely operated vehicle (ROV) program (MATE-ROV). MATE-ROV is a competition-based educational robotics (ER) program that can…
Descriptors: Females, Adolescents, Robotics, Student Attitudes
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Arnott, Stephanie – McGill Journal of Education, 2019
This article explores student motivation to learn French as a second language (FSL) in school. Ontario Grade 9 students (N = 63) were surveyed on their intention to (dis)continue studying French in the Core French (CF) program in Grade 10 when FSL becomes optional. Survey participants shared their reasoning, and a subset (n = 7) took part in a…
Descriptors: Student Motivation, Second Language Learning, French, Adolescents
Terry, Marion; Malik, Amjad – Online Submission, 2018
In an attempt to investigate concerns expressed by high school counselors, the researchers developed a quantitative Likert-scale survey to assess the relationship between recreational video gaming and academic performance (defined as school attendance and final grades) in grade 9. Questions about video gaming appeared with other questions about…
Descriptors: Video Games, Likert Scales, Grades (Scholastic), Attendance
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Lodewyk, Ken R.; Bracco, Elizabeth – ICHPER-SD Journal of Research, 2018
Two weeks into a new academic school year, a physical education (PE) class of 25 grade nine girls completed a survey relative to their previous PE experiences. Following the completion of a six-lesson territorial games unit using the six-step teaching game for understanding (TGfU) model taught by a guest certified female teacher with TGfU…
Descriptors: Adolescents, Females, Educational Games, Physical Education
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Miller, Tess; Chahine, Saad; Childs, Ruth A. – Practical Assessment, Research & Evaluation, 2010
This study illustrates the use of differential item functioning (DIF) and differential step functioning (DSF) analyses to detect differences in item difficulty that are related to experiences of examinees, such as their teachers' instructional practices, that are relevant to the knowledge, skill, or ability the test is intended to measure. This…
Descriptors: Test Bias, Difficulty Level, Test Items, Mathematics Tests
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Trach, Jessica; Hymel, Shelley; Waterhouse, Terry; Neale, Ken – Canadian Journal of School Psychology, 2010
Addressing the impact of peer bystanders on school bullying, this cross-sectional study examined whether student responses to bullying that they witnessed varied as a function of sex and grade. In a school-based survey regarding social experiences at school, Grade 4 to 11 students (N = 9397, 51% male) who reported witnessing bullying (68%) rated…
Descriptors: Bullying, Females, Secondary School Students, Gender Differences