The effect of solution‐focused interviews (SFI) conducted by nurses on middle school adolescents’ healthy lifestyles: a quasi‐experimental study

2019 ◽  
Vol 34 (3) ◽  
pp. 719-726
Author(s):  
Funda Aslan
2015 ◽  
Vol 1 (2) ◽  
Author(s):  
Maatoug Jihene ◽  
Hmad Sonia ◽  
Bhiri Sana ◽  
Zammit Nawel ◽  
Harrabi Imed ◽  
...  

2021 ◽  
Vol 11 (2) ◽  
pp. 1
Author(s):  
Melissa Sollom

The purpose of this quasi-experimental study was to determine the efficacy of the Top 20 social emotional learning (SEL) program and how their SEL curriculum may lead to an increase in SEL. The secondary goal of this study was to explore how the social emotional competencies of self-awareness, self-management, social awareness, relationship skills, personal responsibility, decision-making, optimistic thinking, and goal-directed behavior may play a significant role in a child and adolescent’s social emotional development. A total of 359 middle school students participated in the study. The experimental group consisted of 170 students and the control group consisted of 189 students. Two middle school teachers at the school helped embed and teach the Top 20 SEL curriculum and monthly SEL lessons to all students in the experimental group. The teachers completed the Devereux Student Strengths Assessment (DESSA) pre-test one month into the study and the DESSA post-test five months later. The descriptive analysis revealed an increase in all eight social emotional competencies for the experimental group with a total SEL difference score of M = 8.23. The Top 20 SEL program has demonstrated how experience and practice in SEL skills are more likely to lead to an increase in SEL.


Author(s):  
Shani Reid ◽  
Helene Jennings ◽  
Scot Osterweil

The purpose of this chapter is to describe a study of the online learning game Lure of the Labyrinth. The game is unique in that it is based on a model for how learning games can be effectively used in classroom settings. Key components of the model include identifying games appropriate for the classroom, incorporating the game in a way that maximizes instructional time, and reconstructing the role of the teacher in game play lessons. The model was tested by 29 teachers in 80 middle school classroom, where 1,549 students were exposed to the game and its associated resources. In a quasi-experimental study of the impact of the game on student outcomes it was determined that students in school districts that more closely followed the game implementation model performed better than their comparison group.


2020 ◽  
Vol 13 (2) ◽  
pp. 01-10
Author(s):  
Alpansyah Alpansyah ◽  
Abdul Talib Hasim

The aims of this study were: (1) to identify an increase in students' understanding of the value of mutual cooperation through the use of reader response rules in Indonesian Language Learning (KRPDPBI); (2) identifying the use of the reader response principle in Indonesian Language learning (KRPDPBI) there are differences between male and female students. The design of this study used a quasi-experimental study with two different methods. The results showed that (1) the achievement of the score of understanding the value of mutual cooperation for students taught by KRPDPBI was better than for students taught by regular learning according to the curriculum; (2) the achievement of the understanding of the value of male students' mutual cooperation is no better than that of female students.


2019 ◽  
Vol 10 (1) ◽  
pp. 7-32
Author(s):  
Kang-Il Kim ◽  
Joon-Tag Cho ◽  
Hyeon-Ho Park

Sign in / Sign up

Export Citation Format

Share Document