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Lee, Cheun-Yeong; Peng, Li-Wei; Klemm, Anastasia – Excellence in Education Journal, 2021
Makerspaces have the potential to improve the learning outcomes of students in both middle and high schools. They support science, technology, engineering, arts, and mathematics (STEAM) style initiatives, as well as promote natural creativity among students who tend to struggle in expressing it. This study aims to gain significant insight from…
Descriptors: STEM Education, Art Education, Middle School Students, High School Students
Dogrucan, Harun; Soybas, Danyal; Sevgi, Sevim – Excellence in Education Journal, 2020
The aim of this study was to determine learning difficulties and misunderstanding in multipliers and factors of middle school students in Kayseri, Turkey. One hundred and seven students from 6th grade and 48 students from 8th grade were selected randomly from three middle schools for the study. A questionnaire, which was developed by the first…
Descriptors: Middle School Students, Student Attitudes, Learning Problems, Misconceptions
Peng, Li-Wei; Lee, Cheun-Yeong – Excellence in Education Journal, 2020
The research partnership among university faculty, information technology graduate students, and science content experts from school districts developed the Web-based two-dimensional and three-dimensional virtual reality science games. The games were implemented to engage middle school students in learning, retaining, and applying newly acquired…
Descriptors: Educational Research, College Faculty, Graduate Students, Information Technology
Herr, Ojoma Edeh; Gaudino, Ann; Smith, Nakeiha Primus; Tamakloe, Deborah – Excellence in Education Journal, 2018
This study examined the effects of two training methods (interest-based and traditional) used to improve math word problem performance of middle school students with and without learning disabilities, as measured by the Herr Scale of Mathematical Word Problem Solving Situations. Students were randomly assigned to one of the two treatment groups:…
Descriptors: Teaching Methods, Student Interests, Conventional Instruction, Mathematics Instruction
Alexander, Erica – Excellence in Education Journal, 2013
In America, there is a growing consensus that educational video games should be used in the classroom to meet the needs of 21st Century learners. According to the American Federation of Scientists (2006), students that "have grown up with digital technology and video games are especially poised to take advantage of the features of educational…
Descriptors: Grade 6, Reading Instruction, Video Games, Computer Simulation