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Secondary Education and Teaching

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2017

Technology

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Full-Text Articles in Junior High, Intermediate, Middle School Education and Teaching

Using Steam To Increase Engagement And Literacy Across Disciplines, Robert L. Long Ii, Stephen S. Davis Dec 2017

Using Steam To Increase Engagement And Literacy Across Disciplines, Robert L. Long Ii, Stephen S. Davis

The STEAM Journal

This paper explores STEAM as a solution to improving student engagement and helping students improve functional literacy across the curriculum. While STEM is a fairly established approach to curriculum, researchers and practitioners are continuing to develop and understand STEAM and its place in school curriculum. It is important that educators foster this holistic approach to education and strive to participate in active research associated with STEAM. It is also most advantageous for stakeholders to understand the importance of arts integration and its use to support collaboration, innovation, and creativity within students. Key strategies can be used to support arts integration …


The Good Behavior Game: Effects On And Maintenance Of Behavior In Middle-School Classrooms Using Class Dojo, Komila Dadakhodjaeva Aug 2017

The Good Behavior Game: Effects On And Maintenance Of Behavior In Middle-School Classrooms Using Class Dojo, Komila Dadakhodjaeva

Dissertations

Classroom management is one of the key components for successful instruction and affects both instructors and learners. Although most frequent discipline strategies in schools involve punitive actions, research suggests that using positive statements to teach and reinforce desirable behaviors is more appropriate and effective. A form of a group-oriented contingency that focuses on desirable behaviors is a positive variation of the Good Behavior Game (GBG). The GBG has been used widely in its original form, focusing on undesirable behaviors, and more research is needed on its positive version. Another strategy that can be used within classrooms is Class Dojo, a …