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Oliveira, Alandeon W.; Wang, Junhong; Perno, Crystal; Brotzge, Jerald; Verma, Amita – Journal of Science Education and Technology, 2023
This theoretical article proposes using statewide weather-observing networks (Mesonets) to support data-intensive, issue-based teaching of atmospheric topics in middle and high school science. It is argued that the incorporation of this new technology and its affordances into the school curriculum can drastically change the ways that atmospheric…
Descriptors: Weather, Science Curriculum, Inquiry, Active Learning
Cheng-Tai Li; Huei-Tse Hou – Journal of Science Education and Technology, 2024
The COVID-19 pandemic has drawn the attention of educators to the blended learning model. This study developed a remote blended game-based learning activity that integrates digital game--based learning (DGBL) and blended learning (including online synchronous and asynchronous learning). This method emphasizes that in the online synchronous…
Descriptors: Distance Education, Blended Learning, Game Based Learning, Asynchronous Communication
Nikolaos Papalazarou; Ioannis Lefkos; Nikolaos Fachantidis – Journal of Science Education and Technology, 2024
Involving students in laboratory and inquiry-based activities can help them understand the concepts of physics. However the learning process should not only focus on the concepts. Moreover, the advantages of using virtual or physical labs are still under examination. The purpose of this study is to analyse which of the two modes (virtual or…
Descriptors: Student Attitudes, Physics, Laboratory Experiments, High School Students
Salimpour, Saeed; Fitzgerald, Michael T.; Tytler, Russell; Eriksson, Urban – Journal of Science Education and Technology, 2021
The changing landscape of science and science education has provided an impetus to re-imagine how science can be taught in schools. The dawn of the Big Data era, especially in astronomy, and the notion of "Science as Practice" are some of the developments driving this need for a re-imagination of science education. This current work…
Descriptors: Web Based Instruction, Computer Interfaces, Design, Science Education
Tsinajinie, Garrison; Kirboyun, Sevgi; Hong, Sunggye – Journal of Science Education and Technology, 2021
A qualitative study was conducted to understand how middle and high school students with visual impairments (VI) engage in Science, Technology, Engineering and Mathematics (STEM). The Readiness Academy, a Project-Based Learning (PBL) intervention, was designed to provide a week-long, immersive, outdoor, and inquiry-based science education program…
Descriptors: Outdoor Education, Active Learning, Student Projects, Students with Disabilities
Tsybulsky, Dina; Sinai, Erez – Journal of Science Education and Technology, 2022
This article presents a case study of the integration of the Internet of Things (IoT) in high-school biology project-based learning. The study's main goal was to conduct an in-depth, qualitative examination of the students' experiences and the development of their skills over the course of this project. The following research questions were…
Descriptors: Biology, Science Instruction, Teaching Methods, High School Students
Tsivitanidou, Olia E.; Georgiou, Yiannis; Ioannou, Andri – Journal of Science Education and Technology, 2021
The integration of immersive virtual reality (VR) in authentic science classrooms can result in a totally new learning experience for the students. However, the effect of such a learning experience on students' conceptual learning gains and their perceptions of the experience, while considering students' pre-existing science- and digital…
Descriptors: Learning Experience, Inquiry, Active Learning, Physics
Sung, Shannon H.; Li, Chenglu; Chen, Guanhua; Huang, Xudong; Xie, Charles; Massicotte, Joyce; Shen, Ji – Journal of Science Education and Technology, 2021
In this paper, we demonstrate how machine learning could be used to quickly assess a student's multimodal representational thinking. Multimodal representational thinking is the complex construct that encodes how students form conceptual, perceptual, graphical, or mathematical symbols in their mind. The augmented reality (AR) technology is adopted…
Descriptors: Observation, Artificial Intelligence, Knowledge Representation, Grade 9
Srisawasdi, Niwat; Panjaburee, Patcharin – Journal of Science Education and Technology, 2019
Many studies have used the potential of computer games to promote students' attitudes toward learning and increase their learning performance. A few studies have transformed scientific content into computer games or developed games with scientific content. In this paper, we employed students' common misconceptions of chemistry regarding the…
Descriptors: Program Implementation, Computer Games, Active Learning, Inquiry
Mulder, Yvonne G.; Lazonder, Ard W.; de Jong, Ton; Anjewierden, Anjo; Bollen, Lars – Journal of Science Education and Technology, 2012
Model progression denotes the organization of the inquiry learning process in successive phases of increasing complexity. This study investigated the effectiveness of model progression in general, and explored the added value of either broadening or narrowing students' possibilities to change model progression phases. Results showed that…
Descriptors: Inquiry, Active Learning, Simulation, Models
Beckett, Gulbahar H.; Hemmings, Annette; Maltbie, Catherine; Wright, Kathy; Sherman, Melissa; Sersion, Brian – Journal of Science Education and Technology, 2016
This paper focuses on the notable heightening of underrepresented students' engagement in STEM education through project-based learning CincySTEM iTEST projects. The projects, funded by an iTEST NSF grant, were designed and facilitated by teachers at a new STEM urban public high school serving low-income African-American students. Student…
Descriptors: Urban Schools, Urban Youth, Learner Engagement, High School Students
Morales, Teresa M.; Bang, EunJin; Andre, Thomas – Journal of Science Education and Technology, 2013
This paper presents a qualitative case analysis of a new and unique, high school, student-directed, project-based learning (PBL), virtual reality (VR) class. In order to create projects, students learned, on an independent basis, how to program an industrial-level VR machine. A constraint was that students were required to produce at least one…
Descriptors: High School Students, Active Learning, Online Courses, Electronic Learning
Lin, Li-Fen; Hsu, Ying-Shao; Yeh, Yi-Fen – Journal of Science Education and Technology, 2012
Several researchers have investigated the effects of computer simulations on students' learning. However, few have focused on how simulations with authentic contexts influences students' inquiry skills. Therefore, for the purposes of this study, we developed a computer simulation (FossilSim) embedded in an authentic inquiry lesson. FossilSim…
Descriptors: Investigations, Computer Simulation, Inquiry, Active Learning
Winkleby, Marilyn A.; Ned, Judith; Ahn, David; Koehler, Alana; Kennedy, Jeanne D. – Journal of Science Education and Technology, 2009
Despite decades of precollege science education programs, African Americans, Latinos, and Native Americans remain critically underrepresented in science and health professions. This report describes college and career outcomes among graduates of the Stanford Medical Youth Science Program (SMYSP), a 5-week summer residential program for low-income…
Descriptors: Health Occupations, Residential Programs, Longitudinal Studies, Active Learning

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