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What Works Clearinghouse, 2017
"Connected Mathematics Project" (CMP) is a math curriculum for students in grades 6-8. It uses interactive problems and everyday situations to explore mathematical ideas, with a goal of fostering a problem-centered, inquiry-based learning environment. At each grade level, the curriculum covers numbers, algebra, geometry/measurement,…
Descriptors: Mathematics Curriculum, Grade 6, Grade 7, Grade 8
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Liu, Min; Horton, Lucas; Toprac, Paul; Yuen, Timothy T. – Educational Media and Technology Yearbook, 2012
This chapter examines the various cognitive tools embedded in a multimedia-enriched PBL environment for middle school science known as "Alien Rescue" and shares the research findings of the use of these cognitive tools in assisting young learners' problem solving. The goal of this chapter is to illustrate strategies for designing…
Descriptors: Middle School Students, Science Instruction, Problem Based Learning, Teaching Methods
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Ketelhut, Diane Jass; Nelson, Brian C.; Clarke, Jody; Dede, Chris – British Journal of Educational Technology, 2010
This study investigated novel pedagogies for helping teachers infuse inquiry into a standards-based science curriculum. Using a multi-user virtual environment (MUVE) as a pedagogical vehicle, teams of middle-school students collaboratively solved problems around disease in a virtual town called River City. The students interacted with "avatars" of…
Descriptors: Urban Areas, Virtual Classrooms, Science Education, Science Curriculum
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Gordon, P. R.; Rogers, A. M.; Comfort, M.; Gavula, N.; McGee, B. P. – Educational Horizons, 2001
Problem-based learning was used as an enrichment activity in 2% of an urban middle school's curriculum. Assessment showed that it improved behavior and science achievement of low-income minority students. (SK)
Descriptors: Behavior Change, Constructivism (Learning), Middle School Students, Middle Schools
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Miller, Leslie; Moreno, Janette; Willcockson, Irmgard; Smith, Donna; Mayes, Janice – CBE - Life Sciences Education, 2006
Most of today's students are skilled in instant messaging, Web browsing, online games, and blogs. These have become part of the social landscape and have changed how we learn and where we learn. The question becomes how to harness the attractiveness and ubiquity of electronic venues toward the goal of teaching neuroscience. At the Rice University…
Descriptors: Technology Uses in Education, Neurology, Science Education, Neurological Organization