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Fombona, Javier; Fombona-Pascual, Alba; Vazquez-Cano, Esteban – Studies in the Education of Adults, 2023
This article shows the result of an international project from the European Commission, and it aimed to analyse 30 cases of effective European entities in the field of adult education, from Poland, Spain, Finland and Italy. The objective was to collect the best strategies that generate good employment and social inclusion results. The research…
Descriptors: Adult Education, Cross Cultural Studies, Social Integration, Employment Opportunities
Ferrara, Ashley – Aurora Institute, 2021
This case study highlights a high school math teacher's successful journey of taking the steps needed to move away from traditional teaching methods to innovative pedagogies supporting mastery-based teaching and learning. Mastery-based learning (also called competency-based learning) is a shift away from traditional, one-size-fits-all teaching.…
Descriptors: Case Studies, Mastery Learning, High School Teachers, Mathematics Teachers
Babb, Salena; Gormley, Jessica; McNaughton, David; Light, Janice – Journal of Special Education Technology, 2019
Adolescents with autism spectrum disorder (ASD) often require support both for learning new skills and for communication. This study used a multiple baseline across activities design to evaluate the effect of videos with integrated visual scene displays (video VSDs), presented using a tablet-based app, on the percentage of steps completed…
Descriptors: Adolescents, Autism, Pervasive Developmental Disorders, Video Technology
Maxlow, James Richard – ProQuest LLC, 2015
This study investigated the potential development and use of historical empathy in sixth-grade students while using the colonial-era historical education game "Mission US" and its associated learning activities. A collective case study was developed to describe and interpret students' experiences. The gathered data included the students'…
Descriptors: Elementary School Students, Grade 6, History Instruction, Empathy
Kingsley, Tara L.; Grabner-Hagen, Melissa M. – Journal of Adolescent & Adult Literacy, 2015
This article showcases the use of gamification as a means to turn an existing curriculum into a game-based learning environment. The purpose of this article is to examine how gamification, coupled with effective pedagogy, can support the acquisition of 21st-century skills. Gamifying content allows students to earn experience points, badges, and…
Descriptors: Educational Games, Instructional Effectiveness, Skill Development, Rewards

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