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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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Ault, Marilyn; Craig-Hare, Jana; Frey, Bruce – International Journal of Game-Based Learning, 2016
Reason Racer is an online, rate-based, multiplayer game designed to engage middle school students in the knowledge and skills related to scientific argumentation. Several game features are included as design considerations unrelated to science content or argumentation. One specific feature, a competitive racing component that occurs in between…
Descriptors: Middle School Students, Educational Games, Grade 9, Games
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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
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Kranz, Sharie R.; Amato, Carlo A.; Freudenthal, Eric A. – Mathematics Teaching in the Middle School, 2013
In this culture of instantaneous technology, students are familiar with immediate feedback. To maintain student engagement, it is vital for teachers to create similarly interactive experiences. Student-centered instruction is important in connecting students to key mathematical concepts. If the connection is not obvious, they may be unaware of…
Descriptors: Feedback (Response), Learner Engagement, Interaction, Mathematics Instruction
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Clark, Douglas B.; Nelson, Brian C.; Chang, Hsin-Yi; Martinez-Garza, Mario; Slack, Kent; D'Angelo, Cynthia M. – Computers & Education, 2011
This study investigates the potential of a digital game that overlays popular game-play mechanics with formal physics representations and terminology to support explicit learning and exploration of Newtonian mechanics. The analysis compares test data, survey data, and observational data collected during implementations in Taiwan and the United…
Descriptors: Learner Engagement, Research and Development, Student Attitudes, Mechanics (Physics)