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Adam Carreon; Caitlin Criss; Maggie Mosher – Journal of Special Education Technology, 2024
Virtual reality (VR) is an innovative technology that is rapidly gaining popularity in and out of the classroom. With improvements in hardware and software technology and the push for one-to-one computing, teachers have access to innovative VR supports and resources. These innovative technologies have the potential to improve instruction for…
Descriptors: Computer Simulation, Students with Disabilities, Technology Uses in Education, Student Motivation
Clarice M. Moran; Maya K. Woodall – English Journal, 2019
VR is not a space-age novelty for intense video gamers. It is a legitimate digital tool that can enhance the English language arts (ELA) curriculum and enrich--but not replace--traditional pedagogy. And it is surprisingly easy to implement, even for introductory-level technology users. In this article, the authors discuss the strategies and tools…
Descriptors: Computer Simulation, Grade 8, Electronic Learning, Language Arts
Langbeheim, Elon – Physics Education, 2015
Research has shown that project-based learning promotes student interest in science and improves understanding of scientific content. Fostering student motivation is particularly important in accelerated science and technology programmes for talented students, which are often demanding and time-consuming. Current texts provide little guidance on…
Descriptors: Science Instruction, Scientific Principles, Junior High School Students, Physics
Amador, Julie M.; Soule, Terence – Mathematics Teaching in the Middle School, 2015
By 2020, five of the top ten in-demand jobs in the United States will be in information technology (Moeller 2012). Companies across the nation are seeking a new type of employee: one who is computer savvy and who is familiar with computer coding, data, mathematics, and augmented reality (Leber 2013). Recent reports indicate that, although students…
Descriptors: Mathematics Instruction, Secondary School Mathematics, Middle School Students, Females
Stoner, Melissa A.; Stuby, Kristin T.; Szczepanski, Susan – Mathematics Teaching in the Middle School, 2013
Recent research suggests that high-impact activities in science and math classes promote positive attitudinal shifts in students. By implementing high-impact activities, such as designing a school and a skate park, mathematical thinking can be linked to the engineering design process. This hands-on approach, when possible, to demonstrate or…
Descriptors: STEM Education, Motivation Techniques, Student Motivation, Structural Elements (Construction)
Campbell, Todd; Dowdle, Gayle; Shelton, Brett E.; Olsen, Jeffrey; Longhurst, Max; Beckett, Harrison – Science Activities: Classroom Projects and Curriculum Ideas, 2013
Gaming, an integral part of many students' lives outside school, can provide an engaging platform for focusing students on important disciplinary core concepts as an entry into developing students' understanding of these concepts through science practices. This article highlights how S'cape can be used to support student learning aligned with the…
Descriptors: Video Games, Science Instruction, Science Experiments, Inquiry
Schwab, Keri; Dustin, Daniel – Journal of Physical Education, Recreation & Dance, 2014
Engaging youth in traditional physical education exercises or ball sports can be a challenging task, especially when they prefer novelty, entertainment, or excitement in their leisure-time activities. In addition, many youth are unaware of the opportunities that exist to exercise or recreate in nature, often preferring to spend time indoors…
Descriptors: Physical Education, Exercise, Physical Activities, Outdoor Education
Rosenfeld, Malke; Rufo, David; Makol, Suzanne; Greco, Ardina; Flores, Chio; Redman, Jeff – Teaching Artist Journal, 2014
The last two sections (EJ1039315 and EJ1039319) presented stories about specific moments or lessons. Also, situations infused with complexity where the writers had to toggle back and forth between providing the larger context and the details that support readers' understanding of that big picture were presented. In this section each story is…
Descriptors: Art Education, Writing (Composition), Creativity, Studio Art
Dedmond, Rebecca M.; Kestler, Erin T. – Techniques: Connecting Education and Careers (J1), 2010
Student engagement is an essential part of the many transitions adolescents must make on their way to self-sufficient adulthood. Motivating students to learn at pivotal points in their school careers, especially as they transition into high school, is sometimes difficult. The Freshman Transition Initiative (FTI) at The George Washington University…
Descriptors: Transitional Programs, Service Learning, High School Freshmen, Student Motivation
Marle, Peter D.; Decker, Lisa; Taylor, Victoria; Fitzpatrick, Kathleen; Khaliqi, David; Owens, Janel E.; Henry, Renee M. – Journal of Chemical Education, 2014
This paper discusses a K-12/university collaboration in which students participated in a four-day scenario-based summer STEM (science, technology, engineering, and mathematics) camp aimed at making difficult scientific concepts salient. This scenario, Jumpstart STEM-CSI: Chocolate Science Investigation (JSCSI), used open- and guided-inquiry…
Descriptors: Secondary School Science, Science Instruction, Learner Engagement, High School Students
Krumboltz, John D.; Babineaux, Ryan; Wientjes, Greg – Journal of Career Assessment, 2010
The supply of occupational information appears to exceed the demand. A website displaying over 100 videos about various occupations was created to help career searchers find attractive alternatives. Access to the videos was free for anyone in the world. It had been hoped that many thousands of people would make use of the resource. However, the…
Descriptors: Counseling Services, Occupational Information, Guidance Centers, Universities
Davis, Kathy; Hodson, Patricia; Zhang, Guili; Boswell, Boni; Decker, Jim – Journal of Physical Education, Recreation & Dance (JOPERD), 2010
Research has shown that regular physical activity helps to prevent major health problems, such as heart disease, obesity, and diabetes. However, little research has been conducted on classroom-based physical activity programs for students with disabilities. In North Carolina, the Healthy Active Children Policy was implemented in 2006, requiring…
Descriptors: Student Motivation, Academic Accommodations (Disabilities), Play, Physical Activities
Theimer, James E. – DesignShare (NJ1), 2009
Too many schools are still being built today as warehouses with windows; they get the job done on some minimal level, but beyond that, they simply do not excite the children who spend a great deal of their lives within their walls. Creating an environmentally friendly building is important, but that's only part of the equation. The author and his…
Descriptors: Classroom Design, Grade 8, Classroom Environment, Student Motivation
Way, Judith – International Association of School Librarianship, 2010
"Guitar Hero" is a video game where one or more players use a specially made game-style guitar to play along to popular and well-known songs. Players need to match the correct notes and timings of the sings. An on-screen guide shows players which notes to play, when. There are levels of difficulty in the game, as well as the choices to…
Descriptors: Foreign Countries, Video Games, Numeracy, Music
Rissman, Lila M.; Miller, Debra H.; Torgesen, Joseph K. – Center on Instruction, 2009
The purpose of this "Adolescent Literacy Walk-Through for Principals" ("ALWP") is to help principals monitor and support adolescent literacy instruction in their schools more effectively. To meet the goals of improving adolescent literacy in grades four through twelve, principals must be familiar with what literacy instruction…
Descriptors: Intervention, Knowledge Level, Literacy, Professional Development