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Vocabulary Gamification Vs Traditional Learning Instruction In An Inclusive High School Classroom, Diana Nahmod
Vocabulary Gamification Vs Traditional Learning Instruction In An Inclusive High School Classroom, Diana Nahmod
Theses and Dissertations
The purpose of this study was to examine the effects of vocabulary quiz scores when Kahoot! game-based response system was implemented as a competitive game for vocabulary review, alternating with a traditional review worksheet. The study was conducted in a public high school in Monmouth County, NJ across two 10th grade English classrooms with general education and special education students ranging in age from 15-16 years old who reside in Central New Jersey. Vocabulary quizzes were administered weekly over twelve weeks. Participants in this study consisted of 36 general education students and 14 special education students. Results of the study …
The Effects Of Interactive Word Walls On Students With Learning Disabilities In The Secondary Science Classroom, Casey Elizabeth Eustace-Debaun
The Effects Of Interactive Word Walls On Students With Learning Disabilities In The Secondary Science Classroom, Casey Elizabeth Eustace-Debaun
Theses and Dissertations
Effective approaches for teaching vocabulary to various populations of learners is a topic of current research (Barr, Eslami, & Malatesha, 2012) yet little research is dedicated to students with learning disabilities in the science classroom. Within this study the interactive word wall was used as a tool to build vocabulary and to encourage usage of new subject-specific terminology. The experiment utilized quasi-experimental pre-post test comparison group design using interrupted time-series (Johnson & Christiensen, 2007) due to the inability to randomize participants and establish a clear control group. The data was collected across four units of terminology and with a student …