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Cook, Deborah H. – Journal of Chemical Education, 2014
Conflicts in Chemistry: The Case of Plastics, an innovative role-playing activity for high school students, was developed by the Chemical Heritage Foundation to promote increased public understanding of chemistry. The pilot program included three high school teachers and their students at three different schools and documented implementation and…
Descriptors: Secondary School Science, High School Students, Chemistry, Role Playing
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Gilbert, Lisa – Social Studies and the Young Learner, 2014
Tackling challenging topics in history can be difficult, and sometimes teachers struggle to find age-appropriate ways to help students confront painful stories from the past. About four years ago, this author spearheaded a focus group with the purpose of taking on such a challenge. In the initial meetings, members of the group (four educators from…
Descriptors: Social Studies, Slavery, History Instruction, Teaching Methods
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Su, TzuFen; Cheng, Meng-Tzu; Lin, Shu-Hua – CBE - Life Sciences Education, 2014
This study was conducted in an attempt to investigate the effectiveness of an educational card game we developed for learning human immunology. Two semesters of evaluation were included to examine the impact of the game on students' understanding and perceptions of the game-based instruction. Ninety-nine senior high school students (11th graders)…
Descriptors: Foreign Countries, Educational Games, Biology, Science Instruction
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Weintrop, David; Wilensky, Uri – Informatics in Education, 2014
Research on the effectiveness of introductory programming environments often relies on post-test measures and attitudinal surveys to support its claims; but such instruments lack the ability to identify any explanatory mechanisms that can account for the results. This paper reports on a study designed to address this issue. Using Noss and Hoyles'…
Descriptors: Programming, Programming Languages, Introductory Courses, Constructivism (Learning)
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Bhaskar, Anand – Advances in Physiology Education, 2014
Theory lectures are boring and sleep inducing for students, and it is difficult to get their full attention during 1 h of lecture. The ability of students to concentrate diminishes 20-25 min after the start of the lecture. There is also a lack of active participation of students during theory lectures. In an effort to break the monotony of the…
Descriptors: Physiology, Teaching Methods, Educational Games, Lecture Method
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Chan, Jeffrey Michael; Lambdin, Lindsay; Graham, Kimberly; Fragale, Christina; Davis, Tonya – Journal of Behavioral Education, 2014
Individuals with developmental disabilities have limited opportunities to participate in leisure activities, frequently due to lack of skills. The purpose of the current study was to teach three adults diagnosed with mild intellectual disability to use an iPad in the context of playing the video game Angry Birds. We used an adapted multiple…
Descriptors: Developmental Disabilities, Leisure Time, Recreational Activities, Adults
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Kay, Robin Holding; Lauricella, Sharon – Canadian Journal of Learning and Technology, 2014
The purpose of this study was to investigate the benefits and challenges using laptop computers (hereafter referred to as laptops) inside and outside higher education classrooms. Quantitative and qualitative data were collected from 156 university students (54 males, 102 females) enrolled in either education or communication studies. Benefits of…
Descriptors: Laptop Computers, Higher Education, College Students, Computer Software
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Poduska, Jeanne M.; Kurki, Anja – Journal of Emotional and Behavioral Disorders, 2014
Moving evidence-based practices for classroom behavior management into real-world settings is a high priority for education and public health. This article describes the development and use of a model of training and support for the Good Behavior Game (GBG), one of the few preventive interventions shown to have positive outcomes for elementary…
Descriptors: Behavior Modification, Classroom Techniques, Student Behavior, Games
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Arndt, Katrina; Lieberman, Lauren; James, Alisa – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2014
Seven adolescents who are blind and seven of their parents were interviewed about the adolescents' social lives. Adolescent and parent perspectives are reviewed, followed by implications for teachers to support the social connections of students who are blind.
Descriptors: Adolescents, Blindness, Parents, Interviews
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Mohd Yusof, Anuar; Daniel, Esther Gnanamalar Sarojini; Low, Wah Yun; Ab. Aziz, Kamarulzaman – International Journal of Inclusive Education, 2014
Study of Malaysian adoption of mobile learning (m-learning) is still in the early stages. However, there are numerous researchers in the country exploring the potential and application of m-learning in the Malaysian education system, including special education. A key question is whether teachers are prepared to incorporate mobile technology as…
Descriptors: Foreign Countries, Telecommunications, Educational Technology, Technology Uses in Education
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Bernstein, Eve; Herman, Ariela – Quest, 2014
Code switching is primarily a linguistic term that refers to the use of two or more languages within the same conversation, or same sentence, to convey a single message. One field of linguistics, sociocultural linguistics, is broad and interdisciplinary, a mixture of language, culture, and society. In sociocultural linguistics, the code, or…
Descriptors: Code Switching (Language), Competition, Sociocultural Patterns, Second Languages
Flower, Andrea; McKenna, John W.; Bunuan, Rommel L.; Muething, Colin S.; Vega, Ramon, Jr. – Review of Educational Research, 2014
Challenging behavior at school remains a concern for teachers and administrators. Thus classroom management practices to prevent challenging behavior are sorely needed. The Good Behavior Game (GBG) has been found to be useful to positively change student behavior. However, previous reviews of the GBG have not quantified effects, have not focused…
Descriptors: Behavior Problems, Classroom Techniques, Behavior Modification, Student Behavior
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Hundert, Joel; Rowe, Sarah; Harrison, Erin – Focus on Autism and Other Developmental Disabilities, 2014
One of the challenges in supporting young children with Autism Spectrum Disorder (ASD) in inclusive classrooms is the generalization of improved social behaviors. Using a multiple-baseline design across participants, this study examined the generalized effects of social script training alone and combined with peer buddies on the interactive play…
Descriptors: Autism, Pervasive Developmental Disorders, Social Development, Scripts
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Bridge, Dave – Journal of Political Science Education, 2014
Using an example, this article demonstrates how instructors can make use of popular off-the-shelf board games to model politics. I show how the rules of the popular board game "Battleship" can be manipulated to simulate centralization of power and, more specifically, the differences between the Articles of Confederation and the…
Descriptors: Games, Political Issues, Politics, Simulation
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Danish, Joshua A. – Journal of the Learning Sciences, 2014
This article reports on a study in which activity theory was used to design, implement, and analyze a 10-week curriculum unit about how honeybees collect nectar with a particular focus on complex systems concepts. Students (n = 42) in a multi-year kindergarten and 1st-grade classroom participated in this study as part of their 10 regular classroom…
Descriptors: Social Theories, Science Curriculum, Entomology, Kindergarten
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