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Kaggwa, Ruth J.; Blevins, Allison; Wester, Emma; Arango-Caro, Sandra; Woodford-Thomas, Terry; Callis-Duehl, Kristine – Journal of STEM Outreach, 2023
Diverse backgrounds, viewpoints and experiences in science, technology, engineering and math (STEM) are vital for innovation and creativity in STEM; and yet, racially minoritized groups, such as African Americans and Hispanics, remain underrepresented in the STEM K-12 and career pipeline. Studies show that exposure and access to STEM experiences…
Descriptors: Elementary Schools, Disadvantaged Schools, STEM Education, STEM Careers
Chaffee, Ruth K.; Briesch, Amy M.; Volpe, Robert J.; Johnson, Austin H.; Dudley, Laura – Behavioral Disorders, 2020
Class-wide behavioral interventions are a feasible and effective method to support the behavior of all students. In six peer-reviewed studies, Tootling, a class-wide intervention that combines positive peer reporting with an interdependent group contingency, has increased positive peer reports and academically engaged behavior (AEB), and decreased…
Descriptors: Intervention, Positive Behavior Supports, Behavior Modification, Peer Influence
Flannery, K. Brigid; Kato, Mimi McGrath; Kittelman, Angus; McIntosh, Kent; Triplett, Danielle – School Psychology, 2020
Although high school graduation rates are improving, many students are still not successful. Research has documented that 9th grade is a pivotal year in determining whether a student will graduate or drop out. The purpose of this randomized controlled trial was to assess the effects of a Tier 1 intervention model (freshmen success) for 9th grade…
Descriptors: Grade 9, Intervention, High School Freshmen, Learner Engagement
Malahito, John Aries I.; Quimbo, Maria Ana T. – E-Learning and Digital Media, 2020
In this era of digital media, teachers are competing against technological advancements in gaining students' engagement and attention. Incorporating game elements in the learning environment known as gamification is a new field of study that re-engages students in learning. This study was done primarily to create a gamified learning environment…
Descriptors: Educational Games, Game Based Learning, College Freshmen, Educational Technology
Olipas, Cris Norman P.; Leona, Rodibelle F. – Online Submission, 2020
This study aimed at evaluating the extent of the engagement to social networking sites, the impact of playing mobile games and the degree of learning experiences among the first year Bachelor of Science in Information Technology (BSIT) students in a State University in Central Luzon, Philippines to provide a basis for designing intervention…
Descriptors: Foreign Countries, Learner Engagement, Telecommunications, Handheld Devices
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
Scriver, Stacey; Walsh Olesen, Amber; Clifford, Eoghan – Irish Educational Studies, 2021
This paper examines the successes and challenges of a Supplemental Instruction/Peer Assisted Learning (SI/PAL) scheme at an Irish Higher Education Institute that was the outcome of a co-working approach between academic staff and the Students' Union. It considers how novel approaches can enhance student experience, support student learning and…
Descriptors: Partnerships in Education, Academic Achievement, Peer Teaching, Undergraduate Students
Macey Cartwright – ProQuest LLC, 2021
Math proficiency rates are strikingly low for children from high poverty communities. Therefore, it is urgent to find solutions that help them develop basic math skills. Given theoretical considerations about math learning, a potentially promising option is to target children's cognitive engagement. In this study, I investigate a program that was…
Descriptors: Cognitive Processes, Mathematics Skills, Mathematics Achievement, Low Achievement
Spoth, Richard; Trudeau, Linda; Redmond, Cleve; Shin, Chungyeol; Feinberg, Mark E.; Greenberg, Mark T. – Child Development, 2019
This study examines crossover effects of adolescent substance misuse preventive interventions on academic success in college. It evaluates pathways of influence on college grades, via effects on school engagement, problem-solving skills, and substance misuse in high school. Data were collected as part of an Randomized Controlled Trial (RCT)…
Descriptors: Adolescents, Substance Abuse, College Students, Prevention
Narozanick, Taylor; Blair, Kwang-Sun Cho – Journal of Positive Behavior Interventions, 2019
The Class Pass Intervention (CPI) is designed to be implemented within School-Wide Positive Behavioral Interventions and Supports (SWPBIS) to decrease disruptive behavior and teach replacement behavior for students needing Tier 2 intervention. The CPI has two components: (a) providing negative reinforcement for requesting a break by using a class…
Descriptors: Positive Behavior Supports, Students with Disabilities, Behavior Modification, Behavior Problems
Kalogeropoulos, Penelope; Klooger, Michele; Russo, James; Sullivan, Peter – Mathematics Education Research Group of Australasia, 2019
This paper reports results from an investigation of the impact of an intervention program which was designed to help underperforming students reengage in mathematics learning. The paper outlines teacher and tutor perceptions of the program's impact on students who participated in the intervention which intends to "get students ready" for…
Descriptors: Learner Engagement, Intervention, Program Effectiveness, Mathematics Instruction
Eadie, Patricia; Young, Sarah; Suda, Liz; Church, Amelia – Journal of Museum Education, 2022
Museums are a place of experiential and inquiry learning for young children. We know that children's experiences at museums can provide novel opportunities to interact with rare artefacts, can extend concepts explored in early childhood curricula and encourage knowledge sharing with families. Research on the efficacy or outcomes of museum programs…
Descriptors: Museums, Preschool Teachers, Early Childhood Education, Teacher Education Programs
Chowkase, Aakash A.; Datar, Kshama; Deshpande, Ashwini; Khasnis, Sandhya; Keskar, Aditi; Godbole, Snehal – Gifted Education International, 2022
The purpose of this concurrent mixed-methods study was to assess the quality of online learning with a focus on student motivation in the context of a talent development program. Data were collected from 221 Indian students from fifth to tenth grades for three academic years during their participation in 14 online and 10 in-person courses.…
Descriptors: Electronic Learning, Classroom Environment, Program Effectiveness, Talent Development
Krause, Alan J.; Moore, Sarah Y. – College Teaching, 2022
In the shift from on campus to online education, liberal arts colleges have lost much of the interaction among students that fosters student engagement, learning, and satisfaction. We present an online, student peer-to-peer mentoring program that creates learning partnerships between students and recreates this vital cocurricular learning online.…
Descriptors: Peer Teaching, Mentors, Interpersonal Relationship, Student Satisfaction
Fialho, Frank Stephen – ProQuest LLC, 2022
Purpose: The purpose of this causal-comparative research study was to examine the impact of an Integrated Business Curriculum Program (IBCP) and its effects on career decision-making self-efficacy (CDMSE). It also provides a framework and common vocabulary for which type of business curriculum provides the best career readiness CDMSE advantage.…
Descriptors: Decision Making, Business Administration Education, Self Efficacy, Career Choice