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Sherfinski, Melissa; Slocum, Audra; Lough, Jessica – Pedagogy, Culture and Society, 2022
This ethnographic research case study of five early childhood classrooms in rural Appalachia explores how the decline of the coal industry and shift to natural gas fracking impact classroom play spaces in the region. Child development orientations influenced educators' approaches to teaching about the natural world. The children's and teachers'…
Descriptors: Early Childhood Education, Rural Areas, Ethnography, Case Studies
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Williams, P.; Morton, J. K.; Christian, B. J. – Education 3-13, 2023
Meaningful and enjoyable experiences are important in the education of children. In this qualitative case study, the garden program (incl. market garden shop, garden care, Kid's Kitchen, and chicken coop) in one Australian primary school was explored to determine its impact on the mathematical learning of children. Data were collected using focus…
Descriptors: Gardening, Mathematics Instruction, Teaching Methods, Learning Experience
Benjamin E. Norquist – ProQuest LLC, 2022
This project is a regional case study of higher education institutions, employees, and students in the occupied Palestinian town of Bethlehem. A three-article format, this project employs autoethnography to explore the ways the author's religious community conceived of the holy land; mapping and photo documentation to explore the infrastructures…
Descriptors: Land Settlement, Teaching Methods, Ethnography, Autobiographies
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Golightly, Aubrey – Journal of Geography in Higher Education, 2018
Problem-based learning can be implemented in South African geography teacher education to foster geography students' self-directed learning skills. The purpose of this longitudinal case study was to determine B.Ed. geography students' (n = 45) perceptions of their self-directedness in learning in integrated problem-based learning experiences over…
Descriptors: Problem Based Learning, Teaching Methods, Integrated Activities, Influences
Bigenho, Christopher William – ProQuest LLC, 2011
The rapid growth of online and blended learning environments in both higher education and K-12, along with the development of innovative game based, narrative driven, problem-based learning (PBL) systems known as Alternate Reality Games (AltRG), has led to the need to understand student's abilities to self-regulate their learning behaviors…
Descriptors: Electronic Learning, Blended Learning, Problem Based Learning, Educational Games