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Charaf Tilioui; El Mehdi Bellfkih; Imrane Chemseddine Idrissi; Khadija El Kababi; Mohamed Radid; Ghizlane Chemsi – Educational Process: International Journal, 2025
Background/purpose: Mathematics education develops critical thinking and problem-solving skills, yet middle school students often face challenges, including didactical, epistemological, and ontogenic obstacles, that influence their academic orientation. This study investigates how Self-Organizing Maps (SOMs) can address these challenges by…
Descriptors: Mathematics Education, Orientation, Orientation Materials, Middle School Students
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Jia Ma; Stephen W. Smith; Brian R. Barber – Intervention in School and Clinic, 2025
Early adolescents entering middle school are at a pivotal developmental phase as they become less dependent on parents/guardians and seek greater autonomy while encountering a complexity of social demands requiring them to regulate their emotions, thoughts, and behaviors to achieve academic and social success. Yet, students who receive services…
Descriptors: Goal Orientation, Middle School Students, Emotional Disturbances, Behavior Disorders
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Jennifer H. Martow; Jessie A. L. Heaman; Margaret N. Lumley – Journal of Adolescent Research, 2025
Interpersonal relationships are central to adolescent well-being. The current research investigates interpersonal goal setting among a general sample of adolescents following a growth mindset intervention. This study qualitatively explores what interpersonal goals adolescents set, outcomes they aim to achieve, obstacles they perceive, and actions…
Descriptors: Foreign Countries, Adolescents, Grade 9, Grade 12
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Kevser Tozduman Yarali – Journal of Learning and Teaching in Digital Age, 2025
Digital games are among the most common reasons children use the internet, and the time children spend playing digital games is increasing day by day. This research aims to identify the characteristics of the digital games most preferred by children, while also examining their digital gaming habits. The study was conducted using a qualitative…
Descriptors: Elementary School Students, Middle School Students, Computer Games, Handheld Devices