Results 151 to 160 of about 25,469 (289)
Abstract As England embarks on its first comprehensive curriculum review in fifteen years, this paper offers critical insights from schools that sustained arts‐rich provision despite a policy landscape hostile to creative subjects. Drawing on data from the Researching Arts‐rich Primary Schools (RAPS) project—a mixed‐methods study of 76 arts‐rich ...
Pat Thomson, Christine Hall
wiley +1 more source
Abstract Cooperative learning is a widely adopted teaching method to improve academic achievement. This review synthesises existing research on the use of cooperative learning within a school setting for pupils aged 11–16 years. Such a review has not been undertaken to date and will present an evidence base for educators considering implementation ...
Patricia Hampson +2 more
wiley +1 more source
Development and use of an observation tool for active gaming and movement (OTAGM) to measure children's movement skill components during active video game ...
Nicky Ridgers (13087836) +2 more
core
Falling pupil numbers and school closures: Setting a research agenda for a new era of precarity
Abstract This paper explores the significant phenomenon of decreasing pupil numbers in England due to lower birth rates and the impact of a school closure on a school community. It then discusses how the sociology of education might research this major issue.
Eleanor Fagan, Alice Bradbury
wiley +1 more source
The cost of fair divisions: An experimental investigation of Ultimatum Games with groups [PDF]
I investigated the effect of the presence of a group of non-active subjects upon the behavior of active players in a Ultimatum bargaining game. In the experiment a subject with the role of P has to offer a share r of a sum S to a subject with the role of
Marco Faillo
core
The Passive-Active Interaction (PAI) Model: Redefining Audio Interactions in Video Game Music
Scholarship on music in video games has focused on the player in two main ways: the psychological effect music has on the player and the physical, kinesthetic relationship between the player’s inputs and the game’s music. This dissertation builds on this
Weeks, Morgan A
core +1 more source
Abstract Character education research is often constrained by blunt methodological tools. Surveys capture breadth without depth; case studies offer richness but lack replicability; and randomised controlled trials (RCTs), though indispensable at the policy level, are costly, disruptive and ill‐suited to everyday practice with individual pupils.
Shane McLoughlin
wiley +1 more source
Active video games could be the solution to the increased energy intake reported with sedentary video games [PDF]
Marie-Eve, Mathieu, Lisa, Kakinami
openaire +2 more sources
Abstract In response to globalisation, teacher education programmes worldwide are tasked with preparing globally competent teachers (GCTs). Prevailing conceptions of global competence are largely derived from Western‐centric humanistic, neoliberal and transformative narratives, creating a complex landscape for teacher identity formation.
Ji Ying
wiley +1 more source
Active Video Games: Paving the way to Virtual Online Active Games [PDF]
openaire +1 more source

