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McCloat, Amanda; Caraher, Martin – Teachers and Teaching: Theory and Practice, 2020
This study examines the experiences of teachers in the Republic of Ireland, as agents of the pedagogic device, in enacting curriculum policy at the micro level of the classroom. It explores their enactment of policy at a time of significant curriculum reform of junior secondary school education. Drawing upon the findings of in-depth interviews…
Descriptors: Foreign Countries, Teaching Experience, Educational Policy, Curriculum Development
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Gorman, Garry; McKelvey, Nigel; Dowling, Thomas C. – International Journal of Game-Based Learning, 2022
This paper describes a growth mind-set intervention with Junior Cycle Coding students in a disadvantaged school in Ireland. This intervention builds on the work of O'Rourke et al. (2016) and applies findings to a computer programming setting where gamification is used to incentivise growth mind-set behaviour in students learning to code. Data…
Descriptors: Game Based Learning, Coding, Computer Science Education, Disadvantaged Schools
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Ghasemi, Ehsan; Burley, Hansel; Safadel, Parviz – New Waves-Educational Research and Development Journal, 2019
Women's underrepresentation in mathematics-related careers continues to concern policymakers, economists, and educators. This study addressed the issue by examining data from two international databases, namely IEA's "Trends in International Mathematics and Science Study 2015," and the World Economic Forum's "Global Gender Gap…
Descriptors: Gender Differences, Mathematics Achievement, Elementary School Students, Middle School Students
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Kennedy, Declan – Science Education International, 2014
This paper describes recent developments in Ireland to promote a greater interest in science among students in the 12-15 age group by means of practical work involving Inquiry Based Science Education (IBSE). The tasks, know as Investigations, are a component of the assessment of the subject Science which is studied as part of the Junior…
Descriptors: Science Education, Inquiry, Foreign Countries, Secondary School Students
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Purgina, Marina; Mozgovoy, Maxim; Blake, John – Journal of Educational Computing Research, 2020
Gamification of language learning is a clear trend of recent years. Widespread use of smartphones and the rise of mobile gaming as a popular leisure activity contribute to the popularity of gamification, as application developers can rely on an unprecedented reach of their products and expect acceptance of game-like elements by the users. In terms…
Descriptors: Computer Games, Computer Simulation, Grammar, Computer Software