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Stewart, Olivia G.; Jordan, Michelle E. – Instructional Science: An International Journal of the Learning Sciences, 2017
Recent scholarship highlights the wealth of varied and interconnected opportunities for learning science that informal environments can provide; yet, participants with different experiences, knowledge, and backgrounds do not all learn in the same ways. Thus, studies are needed that examine how particular participants take up learning opportunities…
Descriptors: Case Studies, Educational Environment, Science Education, STEM Education
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Barreto, Daisyane; Vasconcelos, Lucas; Orey, Michael – Malaysian Journal of Learning and Instruction, 2017
Purpose: With video games being a source of leisure and learning, educators and researchers alike are interested in understanding children's motivation for playing video games as a way to learn. This study explores student motivation and engagement levels in playing two math video games in the game "Club Penguin." Method: This is a…
Descriptors: Student Motivation, Learner Engagement, Mathematics Instruction, Educational Games
Rahm, Jrène; Lachaîne, Audrey; Mathura, Ahlia – Canadian Journal of Education, 2014
Through two stories of youth voice, learning, and identity development in an afterschool science program for girls only, we show the ways in which such programs can be understood as important identity-building practices. We describe key dimensions of a socio-cultural approach to youth voice, learning, and identity, situated also in the context of…
Descriptors: Self Concept, After School Programs, Ethics, Science Programs
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Charmaraman, Linda – Learning, Media and Technology, 2013
This case study explored how adolescents were empowered through afterschool media production activities and, in the process, re-imagined themselves as active and engaged citizens within their community. Through analyzing interviews, participant observations, and media artifacts of 14 participants (aged 15-19) over a period of 18 months, three main…
Descriptors: Case Studies, Adolescents, Social Change, Student Empowerment
James, Nancy Ellen – ProQuest LLC, 2011
The purpose of this study was to investigate the ways second grade children signaled the meanings they made from pictures and print and to identify ways they signaled new meanings when transmediations between these two semiotic systems took place. The study was a mixed methods study using qualitative methods in a case study format for the first…
Descriptors: African American Students, Standardized Tests, Rhetoric, Video Technology
Lopez Leiva, Carlos Alfonso – ProQuest LLC, 2011
This study explores social interaction and mathematics performance, especially regarding how bilingual Latino/a students' positioning and participation evolved as they interacted with others in mathematics problem solving. Historically, Latinas/os have faced segregation in different ways that affect the quality of their social interactions…
Descriptors: Hispanic American Students, Mathematics Instruction, Small Group Instruction, Mathematics Achievement
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Goodman, Steven – English Teaching: Practice and Critique, 2010
This case study examines the learning, identity and language development experienced by "overage" 8th-grade students who have been left behind two or more years in their New York City middle school and are participating in an extended-day video documentary program. The students practise a range of literacy skills naturally embedded in…
Descriptors: Learning Theories, Active Learning, Teaching Methods, Case Studies
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Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills