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Blau, Ina; Benolol, Nurit – Interdisciplinary Journal of e-Skills and Lifelong Learning, 2016
Creative computing is one of the rapidly growing educational trends around the world. Previous studies have shown that creative computing can empower disadvantaged children and youth. At-risk youth tend to hold a negative view of self and perceive their abilities as inferior compared to "normative" pupils. The Implicit Theories of…
Descriptors: At Risk Students, High School Students, Theories, Intelligence
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Druckman, Daniel; Ebner, Noam – Simulation & Gaming, 2008
In this article, the authors report the results of two experiments that explored hypotheses about the relative learning advantages of role-play and scenario design. The experiments were conducted with similar student populations in Australia and Israel. Using a matched-pairs design, participants were randomly assigned to design and role-play…
Descriptors: Control Groups, Play, Educational Change, Lecture Method
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Rotbain, Yosi; Marbach-Ad, Gili; Stavy, Ruth – Journal of Research in Science Teaching, 2006
Our main goal in this study was to explore whether the use of models in molecular genetics instruction in high school can contribute to students' understanding of concepts and processes in genetics. Three comparable groups of 11th and 12th graders participated: The control group (116 students) was taught in the traditional lecture format, while…
Descriptors: Illustrations, Grade 12, Genetics, Science Achievement