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Ismail, Mohamad Izwan; Aazmi, Shafiq; Nazamuddin, Aisyah; Joseph, Stefanie Natasha Rich Anak; Hamid, Syahrul Bariah Abdul; Abdullah, Bahiyah; Daud, Suzanna – Asian Journal of University Education, 2022
Changes in antenatal gut microbiota (GM) have been associated with gestational diabetes and obesity which are influenced by diet and lifestyle. Gamification can be used as an interactive health education tool to convey this concept to the public. Thus, we designed an interactive story titled 'MoM: Microbiome of Maternity' highlighting the…
Descriptors: Curriculum Development, Curriculum Implementation, Role Playing, Game Based Learning
Karina Valariie Anne Mariadas; Farrah Dina Yusop – Curriculum and Teaching, 2024
The purpose of this study was to evaluate that project-based learning results in learners to be intrinsically motivated when learning History. Three methods were implemented in this study, namely role playing, poster-making and mixed projects (i.e., role playing and poster-making). To further enhance the understanding of intrinsic motivation, the…
Descriptors: Foreign Countries, Active Learning, Student Projects, History Instruction
Sanmugam, Mageswaran; Selvarajoo, Anurita; David, Jeya Amantha – IAFOR Journal of Education, 2021
Diversified learning is the path to supplement students' needs in the contemporary generation. These students' lives have revolved around technology since birth; as such, the role of technology cannot be ignored. Furthermore, this was prevalent during the lockdown imposed by the global pandemic which compelled the incorporation of educational…
Descriptors: Foreign Countries, Game Based Learning, Student Characteristics, Technology Uses in Education
Mat, Azman Che; Awang, Azarudin; Nokman, Ahmad Zulfadhli; Musilehat, Nor Shaifura; Bakar, Ahmad Fakrulazizi Abu; Yusoff, Muhammad Saiful Anuar – International Journal of Education and Practice, 2019
Role play activities contribute to learners' performance if they actively participate in a group. Learners may gain confidence when given a proper and clear role in role play which enhances their motivation levels. This study adopts Byram (2004) resultative and motivational hypothesis and Eccles "et al." (1983). Expectancy-Value theory…
Descriptors: Role Playing, Semitic Languages, Second Language Learning, Learning Motivation
Suki, Norazah Mohd; Suki, Norbayah Mohd – Technology, Knowledge and Learning, 2019
This study examines the structural relationships at work when embedding role-play games in a class for Japanese language proficiency. It does so by applying the Technology Acceptance Model, and the Unified Theory of Acceptance and Usage of Technology as its guiding principles. The setting was a Malaysian public university and the subjects, 200…
Descriptors: Role Playing, Educational Games, Video Games, Teaching Methods
Abdullah, Tina; Yee, Bee Choo; Abdul Samat, Norhanim – Arab World English Journal, 2021
Literature instruction may serve multiple functions. This case study aimed at investigating the perceptions on the use of online literature circles among 62 first year Teaching English as a Second Language pre-service teachers in a literature course at Universiti Teknologi Malaysia. The participants were assigned to read and participate in online…
Descriptors: English Literature, English (Second Language), Second Language Learning, Second Language Instruction
Minoi, Jacey-Lynn; Mohamad, Fitri; Arnab, Sylvester; Phoa, John; Morini, L.; Beaufoy, J.; Lim, T.; Clarke, S. – Electronic Journal of e-Learning, 2019
This paper presents the formulated 'play-to-engage' model for indigenous community engagement that incorporates factors in cultural protocols and game design thinking. The hybrid model of the participatory co-creation model was formulated in the study that had been rolled out in two rural primary schools in West Borneo. These schools are located…
Descriptors: Indigenous Populations, Rural Schools, Elementary Schools, Foreign Countries
Yew, Tee Meng; Dawood, Fauziah K. P.; a/p S. Narayansany, Kannaki; a/p Palaniappa Manickam, M. Kamala; Jen, Leong Siok; Hoay, Kuan Chin – Malaysian Online Journal of Educational Sciences, 2016
When students and teachers behave in ways that reinforce learning as a spectator sport, the result can often be a classroom and overall learning environment that is mostly limited to transmission of information and rote learning rather than deep approaches towards meaningful construction and application of knowledge. A group of college instructors…
Descriptors: College Faculty, Communities of Practice, Action Research, Active Learning
Aziz, Azniwati Abdul; Ibrahim, Mohamed Akhiruddin; Shaker, Mohammad Hikmat; Nor, Azlina Mohamed – Universal Journal of Educational Research, 2016
Globalization causes educational institutions to encounter various challenges and demand, in which they need to play their roles in improving competitiveness and world-class quality education. Universiti Sains Islam Malaysia (USIM) as a university that integrates "Naqli" and "Aqli" knowledge has taken the globalization…
Descriptors: Foreign Countries, Islam, Global Approach, Language Usage
Aye, Soe Soe; Noor, Mohd. Azhar Mohd; Ab Rahman, Mohd. Rudduan – European Journal of Educational Sciences, 2014
Introduction: Worldwide, several studies have shown adolescent simulated patients being used for teaching of communications skills with adolescents. In Malaysia, there is scarce research demonstrating the educational benefits of simulated patients in adolescent medicine teaching over traditional teaching methods. Objective: To evaluate the role…
Descriptors: Undergraduate Students, Medical Education, Simulated Environment, Foreign Countries
Gardner, Sheena – Language and Education, 2016
Conducting research into young learner experiences of school poses methodological challenges which are compounded when, as is increasingly the case, the classroom interaction is multilingual and the research methods are participatory. Each new or adapted method sheds further light on the issues that can arise. Researcher-initiated role play is a…
Descriptors: Ethics, Researchers, Role Playing, Teaching Methods
June, Sethela; Yaacob, Aizan; Kheng, Yeoh Khar – International Education Studies, 2014
The purpose of this action research was to investigate the use of YouTube videos and interactive activities in stimulating critical thinking among students from a public university in Malaysia. There were 50 students of mixed background, comprised of local and foreign students who participated in this study which lasted for one semester. Data was…
Descriptors: Foreign Countries, Video Technology, Electronic Publishing, Web Sites
Hayden, Christopher – Simulation & Gaming, 2007
In this article the author introduces the roles he created for two phases of a simulation on language planning in Malaysia. The first phase is a radio call-in show. This is followed by a debate before a panel of arbiters concerning a recent dispute related to English language teaching in Malaysian schools. The final phase involves debriefing (for…
Descriptors: Language Planning, Foreign Countries, English (Second Language), Role Playing