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Full-Text Articles in Education
Kids Inspire Kids For Steam, Kristof Fenyvesi, Tony Houghton, José Manuel Diego-Mantecón, Elizabeth Crilly, Adrian Oldknow, Zsolt Lavicza, Teresa F. Blanco
Kids Inspire Kids For Steam, Kristof Fenyvesi, Tony Houghton, José Manuel Diego-Mantecón, Elizabeth Crilly, Adrian Oldknow, Zsolt Lavicza, Teresa F. Blanco
The STEAM Journal
The goal of the Kids Inspiring Kids in STEAM (KIKS) project was to raise students’ awareness towards the multi- and transdisciplinary connections between the STEAM subjects (Science, Technology, Engineering, Arts & Mathematics), and make the learning about topics and phenomena from these fields more enjoyable. In order to achieve these goals, KIKS project has popularized the STEAM-concept by projects based on the students inspiring other students-approach and by utilizing new technologies, tools, open educational resources, and everyday items and materials. Through the students-inspiring-other-students-approach, we have aimed to get participating students developing STEAM activities for other students in their own local …
The Road Taken That Has Made All The Difference: A Narrative Inquiry Of Student Engagement And Success In Butler Community College's Accelerated Learning Program In English, Troy Nordman
Department of Educational Administration: Dissertations, Theses, and Student Research
The purpose of this dissertation was to investigate whether students who completed the accelerated learning program (ALP) in English at Butler Community College in fall 2016 perceived a three-part, structured approach to the course as having been a significant factor to their persistence and successful completion of the course. These perceptions were gathered during the spring 2017 semester through one-on-one, face-to-face interviews with 12 students from the fall 2016 cohort. Utilizing the conceptual framework of narrative inquiry proposed by Clandinin (2006) allowing the individual student narratives to weave a common, thematic context, this study examined the specific factors associated with …
Let’S Make It Real! Approaching Engaged Learning From Authentic Contexts Across Disciplines, Emerging Case Studies From Southern Cross University, Kristin A. Den Exter, Jonathan Purdy, Adele Wessell, Elizabeth Reimer, Pascal Scherrer, Michael B. Whelan
Let’S Make It Real! Approaching Engaged Learning From Authentic Contexts Across Disciplines, Emerging Case Studies From Southern Cross University, Kristin A. Den Exter, Jonathan Purdy, Adele Wessell, Elizabeth Reimer, Pascal Scherrer, Michael B. Whelan
Dr Kristin den Exter
Play It Forward: Cooperative Learning & Structured Play During Recess, Tyler Elwin, Mary Rossi
Play It Forward: Cooperative Learning & Structured Play During Recess, Tyler Elwin, Mary Rossi
Capstone Projects and Master's Theses
Cooperative learning and structured play (CLASP) are two things that have gone unappreciated in the modern educational setting. This is an important issue for many local low-income schools as the dropout rate is so high. CLASP ideals come with a wide array of positive outcomes that look to brighten the futures of affected youth. CLASP provides an incredible number of scholarly benefits: increased school involvement, higher GPA, improved interpersonal relationships, increased ability to work as a team, etc. This capstone identifies these critical benefits and addresses the best way to properly utilize CLASP within the school setting. The three primary …
To Game Or Not To Game? How Using Massively Multiplayer Online Games Helped Motivation And Performance In A College Writing Course: A Mixed Methods Study, Papia Bawa, William Watson, Sunnie L. Watson
To Game Or Not To Game? How Using Massively Multiplayer Online Games Helped Motivation And Performance In A College Writing Course: A Mixed Methods Study, Papia Bawa, William Watson, Sunnie L. Watson
Journal of Research Initiatives
The use of Massively Multiplayer Online Games or MMOGs is receiving attention in the educational world due to increased availability of such games, a growing consumer base, and the proven benefits of video games as engagement tools. MMOGs that have been known to possess a significantly high capacity to keep users involved over sustained periods, which gives them the potential to enhance learning experiences and performances. However, most available studies on MMOGs do not discuss relationships between MMOG use and performance outcomes in Higher Education. Additionally, majority of such studies focus on examining a single MMOG, providing limited scopes of …
Flexible Seating Influencing Student Engagement, Samantha Burgeson
Flexible Seating Influencing Student Engagement, Samantha Burgeson
Master's Theses & Capstone Projects
This action research project was conducted to determine how much seating options can affect the engagement of students in the classroom and if students are able to identify which seating options help them stay engaged. Students were exposed to a variety of different seating options and allowed to explore each one. Students took a survey to show which seating options they believed helped them stay engaged the most in the classroom. The data collected through the survey suggests that students are engaged in traditional and nontraditional seating options. The engagement levels depend upon the individual student.
The Effects Of Montessori’S “Walking On The Line” Activity On Student Engagement And Concentration, Emily S. Leutgeb
The Effects Of Montessori’S “Walking On The Line” Activity On Student Engagement And Concentration, Emily S. Leutgeb
Masters of Arts in Education Action Research Papers
This paper investigates whether and to what degree Montessori’s “Walking on the Line” activity affected student engagement and concentration. This study took place in a private Montessori classroom serving twenty students, aged 33 months through five years. Data was collected using four tools on line usage, engagement, and concentration: a tally of how many times students walked the line, a tally measuring how engaged students appeared while working in the classroom, how long students concentrated following a lesson, and a professional journal. All but the line usage tool gathered baseline data five days before the intervention. Results were inconclusive. While …
Choice And Growth Mindset, Neysa B. Matt
Choice And Growth Mindset, Neysa B. Matt
Masters of Arts in Education Action Research Papers
This study sought to determine if lessons in growth mindset would improve engagement and thus positively affect elementary students in finishing work, and if enhanced engagement would enrich work quality. Prior to implementation, a tally of incomplete work cycles and an assessment of students’ overall persistence were gathered. Student interviews regarding their views on unfinished work were conducted. Five students were randomly selected to provide work samples which were assessed by the students and their teacher. Twenty-six, six to nine years-olds in a private, lower elementary Montessori classroom received four lessons to promote a growth mindset and were assessed for …
Real-Time Data As An Instructional Tool: Examining Engagement And Comprehension, Eric Blanton
Real-Time Data As An Instructional Tool: Examining Engagement And Comprehension, Eric Blanton
Doctoral Dissertations and Projects
The integration of technology within the lives of all people has continued to expand and also impacts the education systems around the world. The purpose of this study was to study how real-time data impacted the educational achievement of students in a senior level economics class who participated in game-based learning through the Marketwatch Game. The sample for this study was 107 senior level economic students ranging from age 17 to 18 years old. Using a quasi-experimental pretest-posttest nonequivalent control group design (Patten, 2012), the students were divided into two groups and were to play the Marketwatch Game. The experimental …