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Tsai, Jen-Che; Chen, Shih-Yeh; Chang, Chun-Yen; Liu, Shiang-Yao – Education Sciences, 2020
This article reports the design of a scientific board game, named "Element Enterprise Tycoon" (EET), which creates a scenario combining chemical elements, techniques, and products in daily life. The game cards are designed to motivate students not only to retrieve information about chemical elements, but also to be proficient in…
Descriptors: Games, Chemistry, Science Instruction, Teaching Methods
Chitiyo, George; Lastres, Marlana; Simone, Kinsey; Zagumny, Lisa – Journal of Global Education and Research, 2023
The purpose of this study was to determine differences in students' perceived benefits of chess by gender and age after being exposed to chess during instruction for an entire academic year as part of a Chess in Schools initiative in a southeastern state of the United States. Data were collected during the 2017-2018 academic year. The sample…
Descriptors: Student Attitudes, Games, Gender Differences, Age Differences
Moore, Leigh; Campbell, Narelle – Student Success, 2020
This practice report describes how escape rooms have been used by one Australian university to successfully engage with high-school students who reside in areas of relative socio-educational disadvantage. We discuss how the escape room approach aligns with Lizzio's "Five Senses of Success" and offer recommendations for further use and…
Descriptors: High School Students, Games, Educationally Disadvantaged, Economically Disadvantaged
W. Blake Ford; Keith C. Radley; Daniel H. Tingstrom; Brad A. Dufrene – Journal of Positive Behavior Interventions, 2020
Disruptive behavior (DB) negatively affects the learning process in various ways, interfering with the educational process of individual students, the teacher, and/or the class as a whole. Group contingency interventions, such as the Good Behavior Game (GBG), are often used classwide to provide teachers with evidence-based management strategies…
Descriptors: Behavior Problems, Student Behavior, High School Students, Grade 9
Recent Developments on Related Studies of the "Mozart Effect" Phenomenon on Social Learning Behavior
Pelayo, Jose Maria G., III. – Online Submission, 2019
After a five (5) day observation period and successfully documenting the current dynamics of high students in the academic and social settings before the exposure to Mozart's music, the researcher continues with a twenty (20) day observation period of the same participants in their respective environments while exposed to Mozart's music. Before…
Descriptors: Classical Music, Social Development, Emotional Development, High School Students
Tas, Ibrahim – Universal Journal of Educational Research, 2017
This research examined the relationship of Internet addiction and gaming addiction with school engagement and effects of Internet addiction and gaming addiction on school engagement. The research was conducted with 365 students (140, 38.4%, males; 225, 61.6%, females) studying at an Anatolian high school in Gaziantep province. Personal Information…
Descriptors: Adolescent Attitudes, Internet, Addictive Behavior, Games
Eliciting Engagement in the High School Classroom: A Mixed-Methods Examination of Teaching Practices
Cooper, Kristy S. – American Educational Research Journal, 2014
This case study analyzes how and why student engagement differs across 581 classes in one diverse high school. Factor analyses of surveys with 1,132 students suggest three types of engaging teaching practices--connective instruction, academic rigor, and lively teaching. Multilevel regression analyses reveal that connective instruction predicts…
Descriptors: Teaching Methods, High School Students, Learner Engagement, Regression (Statistics)
Reynolds, Rebecca; Caperton, Idit Harel – Educational Technology Research and Development, 2011
This implementation study explores middle school, high school and community college student experiences in Globaloria, an educational pilot program of game design offered in schools within the U.S. state of West Virginia, supported by a non-profit organization based in New York City called the World Wide Workshop Foundation. This study reports on…
Descriptors: Feedback (Response), Student Attitudes, Pilot Projects, Learner Engagement
Beach, Richard – Research in the Schools, 2012
This article reviews research on English language arts teachers' use of digital tools in the classroom to remediate print literacies. Specifically, this review focuses on the affordances of digital tools to foster uses of digital literacies of informational/accessibility, collaboration knowledge construction, multimodal communication, gaming…
Descriptors: Cooperation, Feedback (Response), Language Arts, English Instruction
Clark, Kevin; Sheridan, Kimberly – Journal of Educational Multimedia and Hypermedia, 2010
The findings from an after-school program entitled Game Design through Mentoring and Collaboration (GDMC) funded by the National Science Foundation's Innovative Technology Experiences for Students and Teachers (ITEST) program. A total of 139 middle and high schools students in the Washington, D.C. metropolitan area to learn the basics of…
Descriptors: Mentors, After School Programs, Cooperation, Programming
Russell, William Benedict, III, Ed. – International Society for the Social Studies, 2010
The "ISSS Annual Conference Proceedings" is a peer-reviewed professional publication published once a year following the annual conference. (Individual papers contain references.) [For the 2009 proceedings, see ED504973.]
Descriptors: Social Studies, Proverbs, Social Justice, Global Approach