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Eva Fidia Lestari; Masagus Firdaus; Hanni Yukamana – Journal of English Teaching, 2024
The pandemic has affected many aspects of our lives including education and that has caused the Government to provide alternative teaching methods and make recommendations for online learning. Since smartphones and laptops using the internet are the only tools for learning, students are increasingly playing online games and being exposed to…
Descriptors: Grade 7, Computer Games, Video Games, Game Based Learning
Tatiana, Shubina; Hanna, Järvenoja; Kristiina, Mänty; Jouni, Peltonen; Sanna, Järvelä – Scandinavian Journal of Educational Research, 2022
This study explored the situational interest and emotional valence of 13-year-old students (N = 94) participating in a five-session science course. The relationship between students' situational interest and emotional valence and their individual interest was also studied. During each session, students participated in a collaborative learning…
Descriptors: Student Attitudes, Student Interests, Cooperative Learning, Science Instruction
Ferguson, Sarah; Johnston, Thomas; Karhan, Christopher; Lefevbre, Eric – Mathematics Teacher: Learning and Teaching PK-12, 2021
Students explore the relationship between thrill-seeking rides and their algebra 1 curriculum in an informative, engaging, student-centered lesson that was designed using a project-based-instruction (PBI) framework.
Descriptors: Algebra, Mathematics Instruction, Student Centered Learning, Student Projects
Nurnberger-Haag, Julie; Wernet, Jamie L.; Benjamin, Judy I. – International Journal of Education in Mathematics, Science and Technology, 2023
Games are often used to foster student engagement and motivation to learn content, such as mathematics. Although digital games dominate game-based learning research, the table games commonly used in classrooms warrant investigation. Especially for mathematics learning, prior research has not taken into account content-specific frameworks. Integer…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Learner Engagement
Ye, Xuejun – Education 3-13, 2021
With the realisation of motivation being an essential factor that determines the successful acquisition of English as a foreign language (EFL) in China, there has been a proliferation of studies investigating Chinese secondary school students' English learning motivation. However, empirical studies addressing motivation differences are scarce.…
Descriptors: Foreign Countries, Junior High School Students, Grade 7, Second Language Learning
Stratton, Erin; Chitiyo, George; Mathende, Allen M.; Davis, Krista M. – Contemporary Educational Technology, 2020
The purpose of this study was to compare how face-to-face instruction and flipped learning differed in terms of student achievement in seventh grade science classes, as well as to assess how students who were in the flipped classroom felt about their experiences. A total of 81 students received face-to-face instruction, and 73 received flipped…
Descriptors: Middle School Students, Teaching Methods, Blended Learning, Science Achievement
Hunter, Jodie – ECNU Review of Education, 2021
Purpose: This article investigates the mathematics educational values of Pasifika students in New Zealand. It draws on student voice to examine Pasifika students' understanding of mathematics educational values and their reasons for rating values at different levels of importance. Design/Approach/Methods: The study involved Years 7 and 8 Pasifika…
Descriptors: Mathematics Education, Student Attitudes, Values, Pacific Islanders
Raelysha Butler James – ProQuest LLC, 2020
Advances in technology have changed the world. Finding effective means for incorporating technology in the learning environment is important to educators. One of the newer strategies is blended learning, which is also known as flipped instruction. With this mode of instructional delivery, teachers maintain the role of instructional leader but…
Descriptors: Technology Uses in Education, Mathematics Instruction, Teaching Methods, Middle School Mathematics
Vallorani, Cecilia Maria; Gibert, Isabel; Tuffnell, Christopher – International Journal of Mobile and Blended Learning, 2022
This study examines the use of gamification as an innovative assessment approach to foreign language learning with 12-14-year-old students. A mixed methodology has been applied. Quantitative data have been collected from formative non-gamified and gamified assessments. Qualitative data was collected from a student questionnaire. The results were…
Descriptors: Second Language Learning, Second Language Instruction, Computer Games, Game Based Learning
Hadjichambis, Andreas Ch.; Georgiou, Yiannis; Paraskeva-Hadjichambi, Demetra; Kyza, Eleni A.; Mappouras, Demetrios – Journal of Biological Education, 2016
Despite the importance of understanding how the human reproductive system works, adolescents worldwide exhibit weak conceptual understanding, which leads to serious risks, such as unwanted pregnancies and sexually transmitted diseases. Studies focusing on the development and evaluation of inquiry-based learning interventions, promoting the…
Descriptors: Intervention, Gender Differences, Grade 7, Science Instruction
Bishara, Saied – Cogent Education, 2016
This research study investigates the ability of students to tackle the solving of unique mathematical problems in the domain of numerical series, verbal and formal, and its influence on the motivation of junior high students with learning disabilities in the Arab sector. Two instruments were used to collect the data: mathematical series were…
Descriptors: Creativity, Problem Solving, Mathematics Education, Junior High School Students
McKenna, Corey – Educational Renaissance, 2014
The purpose of this multi-case study was to discover the causes of low self-efficacy for math for a group of historically low-performing 7th grade students at a high-poverty urban middle school based upon Bandura's (1986) Social Cognitive Theory, specifically the concept of self-efficacy. Qualitative methods were used to collect data, including…
Descriptors: Mastery Learning, Middle School Students, Social Cognition, Self Efficacy
Chen, Ching-Huei; Wang, Kuan-Chieh; Lin, Yu-Hsuan – Educational Technology & Society, 2015
In this study, we investigated and compared solitary and collaborative modes of game-based learning in promoting students' science learning and motivation. A total of fifty seventh grade students participated in this study. The results showed that students who played in a solitary or collaborative mode demonstrated improvement in learning…
Descriptors: Grade 7, Middle School Students, Learning Motivation, Cooperative Learning
Rosen, Yigal – Journal of Educational Computing Research, 2009
The study described here is among the first of its kind to investigate systematically the effect of learning with integrated animations on transfer of knowledge and on motivation to learn science and technology. Four hundred eighteen 5th and 7th grade students across Israel participated in a study. Students in the experimental group participated…
Descriptors: Experimental Groups, Animation, Learning Motivation, Foreign Countries
Swan, Karen; van't Hooft, Mark; Kratcoski, Annette; Unger, Darlene – Journal of Research on Technology in Education, 2005
This preliminary study employed mixed methodologies to explore students' use of mobile computing devices and its effects on their motivation to learn, engagement in learning activities, and support for learning processes. Data collected from students in four elementary and two seventh grade science classes in Northeast Ohio included usage logs,…
Descriptors: Teaching Methods, Grade 7, Computers, Learning Processes
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