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Evgenia Anagnostopoulou – Adults Learning Mathematics, 2024
Taking advantage of our digital era commodities, a plethora of game-based learning activities and educational game genres have been introduced into numerous academic disciplines. However, research has shown that regarding mathematics the variety seems limited; especially for higher level topics, e.g. calculus, there is a lack of immersive games…
Descriptors: Educational Games, Video Games, Game Based Learning, Role Playing
Carvalho, Andreia; Teixeira, Sergio Jesus; Olim, Leonilde; de Campanella, Sancha; Costa, Teresa – Education & Training, 2021
Purpose: The aim of this study is to obtain a broader knowledge of innovative pedagogical practices in higher education, by analysing the particular case of the Higher Institute of Administration and Languages (ISAL). The literature review reveals a gap in this scientific field, and filling this gap is as imperative as the need to articulate…
Descriptors: Teaching Methods, Active Learning, Higher Education, Student Characteristics
Seyoum, Yilfashewa; Basha, Garkebo – International Journal of Instruction, 2017
This study aims to analyse the extent andragogy serves as a means to secure quality in adult education programs. It attempts to scrutinize how active learning methods are implemented effectively in adult education program in the Eastern part of Ethiopia. A survey research design was adapted as a method of the study. Stratified and purposive…
Descriptors: Foreign Countries, Andragogy, Educational Quality, Adult Education
Aarkrog, Vibe; Wahlgren, Bjarne – International Journal for Research in Vocational Education and Training, 2015
The article deals about the results of a study of school-based Assessment of Prior Learning of adults who have enrolled as students in a VET college in order to qualify for occupations as skilled workers. Based on examples of VET teachers' methods for assessing the students' prior learning in the programs for gastronomes, respectively child care…
Descriptors: Foreign Countries, Prior Learning, Adult Vocational Education, Student Evaluation
Grossi, Roberta – ProQuest LLC, 2013
The way training is delivered in a corporate environment has a tremendous effect on its results. This study investigated the role of culture in the learning styles of adult French and American learners working in an international corporate setting. The assumption was that Americans prefer to learn from action-oriented methods and are more…
Descriptors: Cognitive Style, Preferences, Hypothesis Testing, Adult Learning
Lozano Velandia, Sergio Andrés – Latin American Journal of Content and Language Integrated Learning, 2015
This qualitative action research study explored the interactions of young-adult learners carrying out self-reflection on their learning processes in an ESP (English for special purposes) course at an airline training-center in Bogotá, Colombia. Needs analysis revealed that learners had poor knowledge of technical English, and lacked strong…
Descriptors: Goal Orientation, English for Special Purposes, Qualitative Research, Action Research
Sadeghi, Karim; Sharifi, Faranak – English Language Teaching, 2013
Considering the significant role of vocabulary in learning a language, and teachers' great responsibility in providing opportunities to facilitate this learning, many studies have focused on the best means of achieving a good knowledge of vocabulary. This study set out to investigate the effect of four post-teaching activities, namely game,…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
Alklind Taylor, Anna-Sofia; Backlund, Per; Niklasson, Lars – Simulation & Gaming, 2012
Military organizations have a long history of using simulations, role-play, and games for training. This also encompasses good practices concerning how instructors utilize games and gaming behavior. Unfortunately, the work of instructors is rarely described explicitly in research relating to serious gaming. Decision makers also tend to have…
Descriptors: Foreign Countries, Computer Games, Educational Games, Computer Simulation
Johansen, Bruce E. – American Indian Culture and Research Journal, 2012
For the state of Washington's one-hundredth birthday, in 1989, Native peoples there decided to revive a distinctive mode of transportation--long-distance journeys by canoe--along with an entire culture associated with it. Born as the "Paddle to Seattle," during the past two decades these canoe journeys have become a summertime staple for…
Descriptors: Foreign Countries, Transportation, Water, Recreational Activities
Essid, Joe; Wilde, Fran – EDUCAUSE Quarterly, 2011
Effective virtual simulations can embed participants in imaginary worlds. Researchers working in virtual worlds and gaming often refer to "immersion," a state in which a participant or player loses track of time and becomes one with the simulation. Immersive settings have been shown to deepen learning. Ken Hudson's work with students…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Role Playing
Bedek, Michael; Seitlinger, Paul; Kopeinik, Simone; Albert, Dietrich – Electronic Journal of e-Learning, 2012
Digital educational games (DEGs) possess the potential of providing an appealing and intrinsically motivating learning context. Usually this potential is either taken for granted or examined through questionnaires or interviews in the course of evaluation studies. However, an "adaptive" game would increase the probability of a DEG being…
Descriptors: Foreign Countries, Educational Games, Computer Games, Computer Simulation
Cleland, Deborah; Dray, Anne; Perez, Pascal; Cruz-Trinidad, Annabelle; Geronimo, Rollan – Simulation & Gaming, 2012
REEFGAME is a computer-assisted role-playing game that explores the interactions among management strategies, livelihood options, and ecological degradation in subsistence fishing communities. The tool has been successfully used in the Philippines and a variety of student workshops. In the field, REEFGAME operated as a two-way learning tool,…
Descriptors: Foreign Countries, Marine Biology, Marine Education, Sustainable Development
Frank, Anders – Simulation & Gaming, 2012
A risk associated with the use of games in training and education is that players "game the game," instead of focusing on their learning goals. The term "gamer mode" is proposed to describe this attitude. A player with a gamer-mode attitude strives to achieve goals that are optimal for winning the game, but suboptimal with…
Descriptors: Foreign Countries, Student Attitudes, Educational Objectives, War
Barnaud, Cecile; van Paassen, Annemarie; Trebuil, Guy; Promburom, Tanya; Bousquet, Francois – Journal of Agricultural Education and Extension, 2010
Although stakeholder participation is expected to promote equitable and sustainable natural resource management, lessons from the past tell us that more careful attention needs to be paid to achieving equitable impacts. Now the question is how to address social inequities and power asymmetries. Some authors emphasize the need for more dialogue,…
Descriptors: Water, Simulation, Foreign Countries, Natural Resources
Wootton, Danielle; Stone, Barras Kenneth – Journal of European Industrial Training, 2010
Purpose: The purpose of this paper is to explore how professional skills training in making ethical decisions for redundancy selection, can be utilised though interactive role play, in a virtual learning environment. Design/methodology/approach: A pilot study was undertaken with a group of part time mature students pursuing a professional…
Descriptors: Foreign Countries, Interviews, Legal Education (Professions), Focus Groups
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