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Salgado-Jauregui, Estefanía; Martindale, Rowan C.; Ellins, Katherine; Reyes, Enrique; Weiss, Anna – Journal of Geoscience Education, 2022
Although many have suggested the use of games to motivate active learning, studies that evaluate the learning outcomes of games with high school students are scarce. Here, we present the evaluation of the board game "Taphonomy: Dead and Fossilized" as an active learning tool to teach fossilization and Earth systems thinking with rising…
Descriptors: Outcomes of Education, Educational Games, High School Students, Summer Programs
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
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Van Overschelde, James P. – American Journal of Engineering Education, 2013
Project Lead the Way (PLTW) is a hands-on, project-based engineering curriculum for high school and middle school students, which has quadrupled annual enrollment in Texas in five years to over 23,000 students. The diversity of students participating has also increased dramatically. Using six years of longitudinally-linked student data, the…
Descriptors: Engineering, Engineering Education, High School Students, Middle School Students