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Judith Oller; Anna Engel; Maria José Rochera – International Journal of Educational Psychology, 2024
This article presents an exploratory study examining the importance that students attribute to pedagogical strategies focused on bridging learning in-and-out of school. The aim is twofold: to analyse students' views of such strategies in different types of school (personalised learning--PL--and mirror schools), and to investigate whether different…
Descriptors: Foreign Countries, High School Students, High School Teachers, Learning Experience
Mojca Juriševic; Zora Krnjaic; Jana Šimon – Journal for the Education of the Gifted, 2024
Research suggests that the effect of emergency remote education on the motivation of gifted students during the COVID-19 pandemic differs from that observed in traditional students. The main aim of the present study was to explore the lived experience of academic motivation among gifted high school students in Croatia, Serbia, and Slovenia.…
Descriptors: Academically Gifted, Learning Motivation, COVID-19, Pandemics
Joshua Stubbs; Dusana Dorjee; Poppy Nash; Lucy Foulkes – Journal of Further and Higher Education, 2024
To generate a better understanding of students' experiences of studying A-levels, 136 A-level students in England were asked to provide three words or phrases to describe their experience of sixth form, and their reasons for choosing these terms, via an online survey. Data were analysed using content analysis and reflexive thematic analysis. The…
Descriptors: Foreign Countries, Study Habits, Stress Variables, Coping
Mezzie Lee Ochoa – ProQuest LLC, 2024
Amidst the tapestry of public education lie the stories of early college high school (ECHS) students, students with valuable insights into the transformative nature of juggling secondary and postsecondary education. Their experiences are somewhat unknown to the education community at large. ECHS programs are designed to bridge the gap between high…
Descriptors: Transformative Learning, High School Students, Student Experience, Learning Experience
Mary Annette Rose; Krista Marie Stith; Rachel Louise Geesa – Journal of Cases in Educational Leadership, 2024
This case study focuses on the preferred instructional approaches of integrative STEM education as students encounter authentic problems in their community, analyze data, and share their evidenced-based explanations and solutions with external audiences. As the case unfolds, school leaders encounter tensions among family and community members, and…
Descriptors: Family School Relationship, School Community Relationship, Partnerships in Education, STEM Education
Niklas Schneeweiß; Leona Mölgen; Harald Gropengießer – Journal of Biological Education, 2024
Explanation of natural phenomena at one level of biological organisation almost always involves causes that are found at other levels. Although scientists thinking across levels find it easy to explain physiological phenomena, students often perceive this as a challenge. We developed a new graphic organiser called Zoom Map, which is a mode for…
Descriptors: Foreign Countries, High School Students, Science Instruction, Biology
Min Chuan Jasmine Wang – ProQuest LLC, 2024
The purpose of this study was to comprehend the motivations and learning experiences of Chinese Heritage Language Learners (CHLLs) who study in Chinese programs in California public high schools where Chinese American students are under-studied and their voices are not heard. The study used Gardner's Socio-educational Model, Fishman's Reversing…
Descriptors: Native Language, Public Schools, High Schools, Learning Experience
Adeva Jane Esparrago-Kalidas; Princess Imee Alliah F. Labis; Roshmond Roi Entrina; Divine Grace R. Marcelino; Kevin Matthew N. Pacana; Joelie Mae B. Pailaga – Anatolian Journal of Education, 2024
This action research aimed to study the use the Gamification-Incentive-Feedback (GIF) Model in enhancing the classroom learning experience of Grade 9 students in a private school in Cagayan de Oro, Philippines. The research used convenience sampling and used a combination of Likert scale pre-intervention and post-intervention survey questionnaires…
Descriptors: Gamification, Incentives, Feedback (Response), Models
Esty Haryani; William W. Cobern; Brandy Ann-Skjold Pleasants; Marcia K. Fetters – Journal of Education in Science, Environment and Health, 2024
Developing 21st-century skills among students is crucial for their success in college, future careers, and civic engagement. These skills, commonly referred to as the 4Cs (creativity, critical thinking and problem-solving, communication, and collaboration), require teachers to provide tailored learning experiences. This study investigates the…
Descriptors: Science Instruction, Teaching Methods, 21st Century Skills, Lesson Plans
Omar Jasim Almamoori – ProQuest LLC, 2024
This study examines the impact of gamification elements, in particular leaderboards, badges, and eBucks, on the cognitive engagement (CE), intrinsic motivation (IM), and self-efficacy (SE) of English Language Learners (ELLs) at a high school in the Southeastern United States. The investigation, conducted during optional weekly readings, utilizes a…
Descriptors: English Language Learners, English (Second Language), Cognitive Processes, Learner Engagement
LaToya Mason – ProQuest LLC, 2024
Pathway programs provide early exposure to various health careers. Positive program outcomes have been conveyed from the student's perspective. Previous studies yet to demonstrate a focus on the experiences of high school teachers who instruct in pathway programs. The primary research question for this study is: How do high school teachers…
Descriptors: High School Teachers, College Readiness, Teaching Experience, Health Sciences
Eileen McGivney – British Journal of Educational Technology, 2025
Agency, or the capacity to take intentional actions, is considered one of the primary affordances of virtual reality (VR) for learning. VR is expected to increase learners' agency because it allows for full-body interactivity from a first-person perspective, giving them novel ways of interacting with the digital environment. Yet, agency in…
Descriptors: Technology Uses in Education, Computer Simulation, Field Trips, Personal Autonomy
Carlota López-Fernández; Esther Paños; José-Reyes Ruiz-Gallardo – Journal of Environmental Education, 2024
This article presents the assessment of two educational secondhand clothing markets developed at two high schools in Albacete. One of them involved money and the other was based on barter, and both included an awareness-raising phase to promote responsible consumption. Although all students were involved, only those who organized the experience…
Descriptors: Foreign Countries, High School Students, Grade 12, Consumer Education
Diane P. Montgomery; Kathy Snow – Journal of Teaching and Learning, 2024
During the COVID-19 pandemic, online learning became the predominant mode of learning for 33 to 54% of students in Canada's three largest school boards. As inclusive practices continue to grow and online learning is now part of the Ontario curriculum, educators need guidance on how to support K-12 students with diverse learning needs in online and…
Descriptors: Student Needs, Usability, Electronic Learning, Student Attitudes
Sara Klingenberg; Robin Bosse; Richard E. Mayer; Guido Makransky – Educational Psychology Review, 2024
This study investigates the role of embodiment when learning a technical procedure in immersive virtual reality (VR) by introducing a framework based on immersion and interactivity. The goal is to determine how increasing the levels of immersion and interactivity affect learning experiences and outcomes. In a 2 × 2 factorial design, 177 high…
Descriptors: Computer Simulation, Learning Experience, Outcomes of Education, High School Students