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Mohammad Albataineh; Brenda Warren; Adel Al-Bataineh – International Journal of Technology in Education and Science, 2024
This action research project is intended to determine the effects of Chromebook technology on student engagement in the secondary classroom. The study involved a classroom of first-year students enrolled in a health course. These students used Chromebooks for the first time as part of the one-to-one (1:1) initiative. Chromebooks were utilized as a…
Descriptors: Computer Uses in Education, Learner Engagement, Grade 9, Health Education
Kai Zhuang Shum; Shannon M. Suldo; Elizabeth Shaunessy-Dedrick; Lindsey M. O'Brennan – Journal of Advanced Academics, 2024
In this study, we used an extreme case approach to examine the facilitators and barriers of cognitive engagement among freshmen in Advanced Placement (AP) or Pre-International Baccalaureate (IB) courses. Twelve ninth-grade AP/IB students participated in semistructured interviews focused on cognitive engagement. After analyzing the data using a…
Descriptors: Advanced Placement Programs, Advanced Placement, High School Freshmen, Grade 9
Hietajärvi, Lauri; Lonka, Kirsti; Hakkarainena, Kai; Alho, Kimmo; Salmela-Aro, Katariina – Frontline Learning Research, 2020
This article examined digital learning engagement as the out-of-school learning component that reflects informally emerging socio-digital participation. The gap hypothesis proposes that students who prefer learning with digital technologies outside of school are less engaged in traditional school. This hypothesis was approached from the framework…
Descriptors: Learner Engagement, Informal Education, Grade 8, Grade 7
Riner, Ashley; Hur, Jung Won; Kohlmeier, Jada – Journal of Educational Technology Systems, 2022
While virtual reality (VR) technology can provide students with first-hand and situational learning experiences, limited studies have integrated VR in a K-12 classroom, resulting in the lack of understanding of the benefits and challenges of VR use in classroom settings. To examine the impact of VR on student learning, this study employed a…
Descriptors: Computer Simulation, Technology Integration, Social Studies, 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
Hammond, Thomas; Bodzin, Alec; Popejoy, Kate; Anastasio, David; Holland, Breena; Sahagian, Dork – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2019
For decades, educators have hoped to integrate geospatial tools into K-12 classrooms but struggled with barriers of time, technology, and curriculum alignment. The authors formed a design partnership with ninth-grade science and social studies teachers in an urban high school in order to conduct teacher professional development while also…
Descriptors: Faculty Development, Curriculum Design, Curriculum Development, Geographic Information Systems
Juan, Karim – ProQuest LLC, 2015
This study examined the effects of a dynamic geometry software (DGS) program, GeoGebra, on student engagement and student achievement on students in four geometry classes at a secondary school in Belize. Two teachers and 139 students in ninth grade were part of this study for three weeks during a geometry unit. There was a control group that was…
Descriptors: Computer Software, Academic Achievement, Learner Engagement, Secondary School Mathematics