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Wenyi Lu; Joseph Griffin; Troy D. Sadler; James Laffey; Sean P. Goggins – Journal of Learning Analytics, 2025
Game-based learning (GBL) is increasingly recognized as an effective tool for teaching diverse skills, particularly in science education, due to its interactive, engaging, and motivational qualities, along with timely assessments and intelligent feedback. However, more empirical studies are needed to facilitate its wider application in school…
Descriptors: Game Based Learning, Predictor Variables, Evaluation Methods, Educational Games
Marcus Kubsch; Sebastian Strauß; Adrian Grimm; Sebastian Gombert; Hendrik Drachsler; Knut Neumann; Nikol Rummel – Educational Psychology Review, 2025
Recent research underscores the importance of inquiry learning for effective science education. Inquiry learning involves self-regulated learning (SRL), for example when students conduct investigations. Teachers face challenges in orchestrating and tracking student learning in such instruction; making it hard to adequately support students. Using…
Descriptors: Inquiry, Science Instruction, Electronic Books, Workbooks
Pearce, Erin; Brock, Jesse; Bunch, Phillis – Journal of Educational Research and Practice, 2022
Pre-service teachers (PSTs) often lack the self-efficacy necessary to effectively implement STEM education into their classrooms. Undergraduate research experiences (URE) can help fill this void by providing opportunities for PSTs to engage with STEM content and K-12 students in a field-based research context. This case study details the impact a…
Descriptors: Preservice Teachers, Student Attitudes, Self Efficacy, STEM Education
Haara, Frode Olav – European Journal of Science and Mathematics Education, 2022
This article reports on how a pedagogical entrepreneurship approach combined with fundamental elements of mathematical modelling may be used to strengthen students' development of mathematical literacy in upper primary school. This is done first through a review of the relationship between pedagogical entrepreneurship in mathematics, mathematical…
Descriptors: Mathematical Models, Entrepreneurship, Mathematics Instruction, Knowledge Level
Zapata-Cardona, Lucía – ZDM: The International Journal on Mathematics Education, 2018
This paper addresses how students explore, construct, validate and use statistical models when facing situations designed from a socio-critical perspective. The case study used is a statistics lesson designed by a statistics teacher and a researcher. The lesson centers on nutritional information and was implemented in a 7th-grade classroom at a…
Descriptors: Statistics, Mathematical Models, Nutrition, Middle School Students
Agley, Jon; Tidd, David; Jun, Mikyoung; Eldridge, Lori; Xiao, Yunyu; Sussman, Steve; Jayawardene, Wasantha; Agley, Daniel; Gassman, Ruth; Dickinson, Stephanie L. – Educational and Psychological Measurement, 2021
Prospective longitudinal data collection is an important way for researchers and evaluators to assess change. In school-based settings, for low-risk and/or likely-beneficial interventions or surveys, data quality and ethical standards are both arguably stronger when using a waiver of parental consent--but doing so often requires the use of…
Descriptors: Data Analysis, Longitudinal Studies, Data Collection, Intervention
Martin, Andrew J.; Mansour, Marianne; Malmberg, Lars-Erik – Educational Psychology, 2020
Using mobile technology and experience sampling in junior high school, real-time motivation and engagement were explored at four-levels: between lessons (up to 2 lessons per day; Level 1), between days (5 days per week; L2), between weeks (4 weeks; L3), and between students (113 students; L4). Findings for a 'random effects' model revealed…
Descriptors: Student Motivation, Learner Engagement, Computer Use, Behavior Patterns
Shute, Valerie; Rahimi, Seyedahmad; Smith, Ginny – Grantee Submission, 2019
Well-designed digital games hold promise as effective learning environments. However, designing games that support both learning and engagement without disrupting flow is quite tricky. In addition to including various game design features (e.g., interactive problem solving, adaptive challenges, and player control of gameplay) to engage players,…
Descriptors: Physics, Science Instruction, Educational Games, Educational Technology
Moltudal, Synnøve; Høydal, Kjetil; Krumsvik, Rune Johan – Designs for Learning, 2020
Adaptive Learning Technologies (ALT) and Learning Analytics (LA) are expected to contribute to the customisation and personalisation of pupil learning by continually calibrating and adjusting pupils' learning activities towards their skill and competence levels. The overall aim of the study presented in this paper was to obtain a comprehensive…
Descriptors: Educational Technology, Technology Uses in Education, Data Collection, Data Analysis
Nordby, Anders; Øygardslia, Kristine; Sverdrup, Ulrik; Sverdrup, Harald – Electronic Journal of e-Learning, 2016
In 2013 Hedmark University College conducted a research project where students from a game development project/study program developed and tested a Pervasive Game for learning as part of a class in System Thinking. The overall game goal was to teach Sustainability through System Thinking, and to give the students a real world experience with their…
Descriptors: Foreign Countries, Undergraduate Students, Educational Games, Sustainability
Sorensen, Lucy C. – Educational Administration Quarterly, 2019
Purpose: In an era of unprecedented student measurement and emphasis on data-driven educational decision making, the full potential for using data to target resources to students has yet to be realized. This study explores the utility of machine-learning techniques with large-scale administrative data to identify student dropout risk. Research…
Descriptors: At Risk Students, Dropouts, Data Collection, Data Analysis
An, Yun-Jo – Educational Technology Research and Development, 2016
Only a limited number of research studies have investigated how students design educational computer games and its impact on student learning. In addition, most studies on educational game design by students were conducted in the areas of mathematics and science. Using the qualitative case study approach, this study explored how seventh graders…
Descriptors: Case Studies, Educational Games, Computer Games, Design
Jupri, Al; Drijvers, Paul – EURASIA Journal of Mathematics, Science & Technology Education, 2016
To investigate student difficulties in solving word problems in algebra, we carried out a teaching experiment involving 51 Indonesian students (12/13 year-old) who used a digital mathematics environment. The findings were backed up by an interview study, in which eighteen students (13/14 year-old) were involved. The perspective of mathematization,…
Descriptors: Foreign Countries, Grade 7, Algebra, Word Problems (Mathematics)
Schnell, Susanne – North American Chapter of the International Group for the Psychology of Mathematics Education, 2014
This paper contributes to the discourse in stochastic education of how young students deal with learning settings that allow a data-based approach to probability. By using the micro-structure of arguments by Toulmin (1958), it explores which arguments students use and which role they play in the learning process. The data stems from design…
Descriptors: Probability, Persuasive Discourse, Experiments, Inferences
Koomen, Michele Hollingsworth – Cultural Studies of Science Education, 2016
This case study reports on a student with special education needs in an inclusive seventh grade life science classroom using a framework of disability studies in education. Classroom data collected over 13 weeks consisted of qualitative (student and classroom observations, interviews, student work samples and video-taped classroom teaching and…
Descriptors: Inclusion, Science Education, Case Studies, Special Education