• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 4
  • 2
  • 2
  • 1
  • 1
  • Tagged with
  • 12
  • 12
  • 5
  • 4
  • 3
  • 3
  • 3
  • 3
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Cultivating Resilience in Adolescence: How Educational Environments Can Support Positive Youth Development During Identity Exploration

Arndt, Heather I., Larin, Genesis G., Munguia, Gladis Abigail, Perez, Henry WIlliam, Preciado, Dianne 25 April 2024 (has links) (PDF)
Adolescence is a critical stage of human development, one that can be especially challenging for teens that are navigating certain vulnerabilities in their identity formation. With the World Health Organization stating that 14% of 10–19 year-olds experience mental health conditions, educational environments are increasingly needed to address mental concerns in their curriculums. This qualitative research project used a combination of art based inquiry and narrative analysis to answer the following question, “How can educational environments promote resilience and positive youth development during adolescent identity exploration?” Findings illuminated several emergent themes that culminated in the following four recommendations for educational environments; 1) Integrate opportunities for creative self-expression in general education spaces, 2) Professional development for educators to integrate Social Emotional Learning (SEL), 3) Create opportunities for social interactions between students and educators, 4) Create and support opportunities for social interactions between students, and 5) Ensure educational spaces include mental health support for students.
12

Comparison Of Learning Experiences And Outcomes Between A Serious Game-based And Non-game-based Online American History Course

Hess, Taryn 01 January 2010 (has links)
The use of online courses continues to increase despite the small amount of research that exists on the effectiveness of online educational environments. The little research that has been conducted has focused on evaluating factors taken into consideration during the adoption of online learning environments. One notable benefit often cited is the ability to incorporate multimedia such as video games. Although game researchers and developers are pushing for the use of video games for educational purposes, there is a lack of research on the effectiveness of serious video games. When paring the increasing use of online educational environments, the push to use serious video games, and the lack of research on the effectiveness of online learning environments and video games, there is a clear need for further investigation into the use of serious video games in an online format. Based on current literature, no other known study has conducted an analysis comparing a serious game-based and non-game based online course; making this a unique study. The purpose of this study was to compare student learning experiences and outcomes between a serious game-based and non-game based online American History course. The data sources were data provided from Florida Virtual School (FLVS) and student and teacher interviews. Random samples of 92 students were statistically analyzed. A group of 8 students and 4 teachers were interviewed. FLVS data provided were analyzed using an independent t-test and the Mann-Whitney test and the student and teacher interview were analyzed using thematic analysis. Results of an independent t-test revealed that there was a significant (p > .01) difference in the mean number of days necessary to complete the course (MGB = 145.80, SDGB = 50.64, MNGB = 112.63, SDNGB = 49.60). The Mann-Whitney results indicated a significant difference between course performance and the type of American history course (Z = -5.066, p > .01); students in the serious game-based online course had an A average whereas students in the non-game-based online course had a B average. The thematic analysis of the relationship between student performance and motivation in both courses indicated that students and teachers of the game-based online course provided more reasons for student motivation than the students and teachers in the non-game-based online course. The thematic analysis of what aspects do students perceive as helpful and/or hindering to their learning indicated that students and teachers of the game-based online course provided more desirable, more helpful, less undesirable, and less hindering aspects for their course than the students and teachers in the non-game-based online course. As a result of the unique nature of this study, the findings provide new information for the fields of research on online learning, serious video gaming, and instructional design as well as inform instructional-designers, teachers, education stakeholders, serious video game designers, and education researchers.

Page generated in 0.0967 seconds