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Xu, Zhen; Dawson, Kara; Antonenko, Pavlo; Koh, Do Hyong; Wusylko, Christine – Journal of Online Learning Research, 2022
This convergent mixed method study investigates learner engagement during a blended, transmedia curriculum called CryptoComics, which is designed to teach 3rd-5th graders about cryptology and cybersecurity. Curriculum design is presented through the lens of four engagement facilitators: (1) anchoring the curriculum with a comic book, (2) blending…
Descriptors: Learner Engagement, Elementary School Students, Curriculum Design, Cartoons
Edelen, Daniel; Bush, Sarah B.; Nickels, Megan – Science and Children, 2019
Teachers have the daunting task of preparing students for a future that they cannot predict. In an age of information where students have the world quite literally at their fingertips, and with the ever-growing momentum of integrated science, technology, engineering, and mathematics (STEM), it is not enough that students experience STEM subjects…
Descriptors: Teaching Methods, STEM Education, Academic Achievement, Interdisciplinary Approach
Sung, Woonhee; Black, John B. – Journal of Research on Technology in Education, 2021
This study examined what factors might have a positive impact on students' learning outcomes in mathematical understanding and computational thinking skills. Specifically, whether the proposed instructional design combining computational perspectives and an embodied approach in mathematics learning improves (a) mathematics learning, (b)…
Descriptors: Instructional Design, Mathematics Instruction, Teaching Methods, Outcomes of Education
Fisher, Karin M.; Gallegos, Benjamin; Bousfield, Taylor – Proceedings of the Interdisciplinary STEM Teaching and Learning Conference, 2019
One of the challenges of educating adolescents with autism spectrum disorders is to find activities that are interesting and engaging. Researchers have shown that adolescents with autism often are attracted to technology. Using an exploratory research method, the experiences of three students with autism who participated in after school robotics…
Descriptors: Autism, Pervasive Developmental Disorders, Robotics, Teaching Methods
Harris, Renard; Hall, Cynthia; Hawkins, Tristan; Hartley, Megan; McCray, Willie; Sirleaf, Hammed – Science and Children, 2016
T.A.L.E.S., Teaching And Learning with Engaging Stories, is an alternative teaching method that focuses on enhancing learning by teaching science, math, ELA, and social studies through story. A six-week research study investigating socioeconomically disadvantaged students' responses to oral stories was conducted during an afterschool tutoring…
Descriptors: Teaching Methods, Story Telling, After School Programs, Economically Disadvantaged
Borge, Marcela; Toprani, Dhvani; Yan, Shulong; Xia, Yu – Computer Science Education, 2020
Background and Context: in this paper, we argue that integrating Human-Computer Interaction (HCI) into K-12 computing education can present learners with opportunities to develop human-centered design skills as well as higher-order thinking skills. Objective: to address the issues related to the development of HCI forms of expertise, we introduce…
Descriptors: Elementary Secondary Education, Design, Skill Development, Thinking Skills
Thomas, Diona C. – ProQuest LLC, 2018
Technology is now being utilized in schools in an effort to address the lack of engagement most students have experienced in mathematics when learning foundational skills at the elementary school level. While there are a number of studies that have described teacher perceptions of engagement through the use of technology during the school day,…
Descriptors: Role, After School Programs, Elementary School Students, Mathematics Skills
Afterschool Alliance, 2017
The academic struggles of English language learners highlight the essential need to provide additional supports for this growing body of students. Given the multiple hurdles facing ELL students as they move through school, it is difficult for schools alone to provide ELL students the extra supports necessary for them to succeed academically.…
Descriptors: English Language Learners, After School Programs, Literacy Education, Skill Development
Valenzuela, Angela – Equity Assistance Center Region II, Intercultural Development Research Association, 2018
Grow Your Own (GYO) educator programs are a potential strategy for districts and universities to employ to help recruit and retain teachers of color. When designed within an asset-based framework, they emphasize equitable approaches and critical perspectives that combine the powerful roles of "homegrown" teachers, culturally-relevant…
Descriptors: Teacher Education Programs, Minority Group Teachers, Student Recruitment, School Districts
Hunt, Lucy; Yoshida-Ehrmann, Erin – Gifted Child Today, 2016
Project Linking Learning ("Link") was created to target the needs of gifted students in urban school districts with historically underserved populations. Project Linking Learning implemented a linking curriculum between in-class instruction and an afterschool enrichment program for selected students in second through fifth grade.…
Descriptors: Teaching Methods, Urban Schools, School Districts, Gifted
Harding, Heather R.; Harrison-Jones, Lois; Rebach, Howard M. – Journal of Negro Education, 2012
The authors of the "No Child Left Behind Act of 2001" anticipated that a majority of school districts or schools would not be able to attain state and national achievement standards without assistance. Consequently, the Act created a major tenet known as Supplemental Educational Services (SES) programs to improve the learning outcomes of…
Descriptors: Research Design, Public Schools, Federal Legislation, Academic Achievement
Delacruz, Girlie Castro – ProQuest LLC, 2010
To investigate whether games may serve as useful formative assessment environments, this study examined, experimentally, the effects of two aspects of formative assessment on math achievement, game play, and help-seeking behaviors: (a) making assessment criteria explicit through the explanation of scoring rules and (b) incentivizing the use of…
Descriptors: Feedback (Response), Report Cards, Control Groups, Play

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