middle schools
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2022 ◽  
Vol 86 ◽  
pp. 102216
Author(s):  
William C. Horrace ◽  
Michah W. Rothbart ◽  
Yi Yang

2022 ◽  
Vol 2 ◽  
pp. 51-60
Author(s):  
Lizel Tornay ◽  
Victoria Alvarez ◽  
Fabricio Laino Sanchis ◽  
Mariana Paganini

This text analyzes recent experiences with young people from Middle Schools of the city of Buenos Aires (Argentina) in Memory Sites of this city. Our inquiry is interested in the intergenerational transmission referring to the traumatic past around the last military dictatorship established in Argentina between 1976 and 1983. With this interest, two experiences designed through artistic languages are analyzed: the Posters Project from the Memory Park and the use of poetry in the guided visits to the Memory Site at "El Olimpo", former Clandestine Detention Center for Torture and Extermination, both spaces of the city of Buenos Aires.


2022 ◽  
Vol 56 (3) ◽  
pp. 57-83
Author(s):  
Jerzy Grzybowski

The article deals with the Belarusian school system in Latvia under German occupation. Belarusians were one of the most numerous minorities in that country, both in the inter-war period and during World War Two. In German-occupied Latvia, Belarusian nationality was declared by more than 50,000 people. For political reasons, the occupation authorities allowed Belarusian schools to operate in areas with significant Belarusian population. As a result, thirty-five primary schools, two middle schools, and one secondary agricultural school, employing about a hundred teachers in total, were opened. These schools were attended by a few thousand pupils, the majority of which were children of petty and landless peasants. The Belarusian school system struggled because of numerous material issues.


2022 ◽  
Vol 12 (1) ◽  
pp. 65-74
Author(s):  
Shuang Zhao ◽  
Luying Zhang ◽  
Yang Chen

The outbreak of COVID-19 has induced an abrupt shift from face-to-face instruction to online delivery mode for academic continuity. This research aims to explore the ecology of the pandemic-induced online English as foreign language (EFL) classrooms in Chinese middle schools and perceptions held by the English teachers, students, and parents. By analyzing data collected from 10, 576 questionnaires and eleven interviews, this study revealed how these participants played their respective parts in online EFL classroom ecology. Also, it was found that teachers’ evaluations of students’ learning performance (learning engagement and outcomes) and teacher-student interactions (in-class interaction, after-class interaction, and teachers’ feedback about homework) and their overall satisfaction of the online EFL classrooms were lower than that of the other two groups. In addition, major concerns of the participants about online EFL teaching and learning were identified, such as students’ vision damage and inadequate self-discipline, lack of face-to-face communication, and unstable Internet connection. Through presenting and discussing the research findings, this study is expected to provide implications and insights for foreign language educators, learners, and parents worldwide in adapting to online classrooms during public crises.


2021 ◽  
Vol 29 ◽  
pp. 1337-1355
Author(s):  
Adilson Vahldick ◽  
Maria José Marcelino ◽  
António José Mendes

Blocks-based environments have been used to promote programming learning mostly in elementary and middle schools. In many countries, isolated initiatives have been launched to promote programming learning among children, but until now there is no evidence of widespread use of this type of environment in Brazil and Portugal. Consequently, it is common that many students reach higher education with little or no programming knowledge and skills. NoBug’s SnackBar is a game designed to help promote programming learning. This study examined students' behavior and attitudes when playing the game on their initiative. It used a sample of 33 undergraduate students enrolled in an introductory programming course. The variables studied were students' performance and engagement, satisfaction, and problem-solving strategies. The main findings were (1) better performing students had a high level of perceived learning, (2) all the students had similar perceptions about their fun while playing, (3) the leader board was the most used game element not directly related to learning and (4) the top-ranked students access previous solutions to help them solve a new mission, while the others often use a trial-and-error approach.


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