Publication Date
In 2025 | 0 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 6 |
Since 2016 (last 10 years) | 15 |
Since 2006 (last 20 years) | 64 |
Descriptor
Source
Author
Barnaud, Cecile | 2 |
Bousquet, Francois | 2 |
Promburom, Tanya | 2 |
Trebuil, Guy | 2 |
Aarkrog, Vibe | 1 |
Alagic, Mara | 1 |
Albert, Dietrich | 1 |
Alklind Taylor, Anna-Sofia | 1 |
Allen, Elena A. | 1 |
Arnseth, Hans Christian | 1 |
Backlund, Per | 1 |
More ▼ |
Publication Type
Education Level
Audience
Teachers | 4 |
Practitioners | 2 |
Administrators | 1 |
Students | 1 |
Location
Brazil | 3 |
Thailand | 3 |
California | 2 |
Canada | 2 |
China | 2 |
France | 2 |
Iran | 2 |
New York | 2 |
Portugal | 2 |
Sweden | 2 |
United Kingdom | 2 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Learning Style Inventory | 1 |
Motivated Strategies for… | 1 |
Multifactor Leadership… | 1 |
Sixteen Personality Factor… | 1 |
Wechsler Intelligence Scale… | 1 |
What Works Clearinghouse Rating
Does not meet standards | 1 |
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
Lisk, Timothy C.; Kaplancali, Ugur T.; Riggio, Ronald E. – Simulation & Gaming, 2012
With their increased popularity, games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of the alternative strategies that result from fast-paced decision making. Such dynamics also…
Descriptors: Global Approach, Transformational Leadership, Computer Games, Leadership Training
Woollard, John – Routledge, Taylor & Francis Group, 2011
"Psychology for the Classroom: E-Learning" is a lively and accessible introduction to the field of technology-supported teaching and learning and the educational psychology associated with those developments. Offering a substantial and useful analysis of e-learning, this practical book includes current research, offers a grounding in both theory…
Descriptors: Electronic Learning, Blended Learning, Social Justice, Constructivism (Learning)
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
Siyahhan, Sinem; Barab, Sasha A.; Downton, Michael P. – International Journal of Computer-Supported Collaborative Learning, 2010
We implemented a five-week family program called "Family Quest" where parents and children ages 9 to 13 played Quest Atlantis, a multiuser 3D educational computer game, at a local after-school club for 90-minute sessions. We used activity theory as a conceptual and an analytical framework to study the nature of intergenerational play, the…
Descriptors: Play, Intergenerational Programs, Family Programs, Parent Child Relationship
Cole, Nina – Journal of Workplace Learning, 2008
Purpose: This study aims to examine the question of how long a behavioral skills training program should be in order to result in measurable behavioral change. Design/methodology/approach: An empirical field study was conducted to compare two different lengths of time for a managerial skills training program aimed at achieving behavioral change.…
Descriptors: Control Groups, Self Efficacy, Behavior Change, Management Development
Stone, Victoria; Jacobs, E. – Journal of Creativity in Mental Health, 2008
This article presents an overview of the use of impact therapy, a multisensory, creative approach to counseling, in a consultation project the authors conducted with the managers of a local car dealership. The purpose of the consultation was to help the managers with the stress and anxiety associated with working in the car sales industry.…
Descriptors: Counseling Techniques, Motor Vehicles, Industry, Creativity
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
Rimmington, Glyn M.; Alagic, Mara – International Journal of Learning and Change, 2009
Learning organisations face new challenges in the 21st century. Increased flow of trade in commodities, manufactured goods and information as well as mobility of people have led to increased global interdependence, interconnectedness and cultural diversity. People and teams within learning organisations have become globally distributed with the…
Descriptors: Intercultural Communication, Communication Strategies, Perspective Taking, Cultural Pluralism
Barnaud, Cecile; Promburom, Tanya; Trebuil, Guy; Bousquet, Francois – Simulation & Gaming, 2007
The decentralization of natural resource management provides an opportunity for communities to increase their participation in related decision making. Research should propose adapted methodologies enabling the numerous stakeholders of these complex socioecological settings to define their problems and identify agreed-on solutions. This article…
Descriptors: Soil Science, Foreign Countries, Natural Resources, Conservation (Environment)
Camargo, Maria Eugenia; Jacobi, Pedro Roberto; Ducrot, Raphaele – Simulation & Gaming, 2007
Role-playing games in natural resource management are currently being tested as research, training, and intervention tools all over the world. Various studies point out their potential to deal with complex issues and to contribute to training processes. The objective of this contribution is to analyze the limits and potentialities of this tool for…
Descriptors: Natural Resources, Environmental Education, Role Playing, Simulation
Smith, Ann F. V., Ed.; Strong, Gregory, Ed. – Teachers of English to Speakers of Other Languages, Inc. (TESOL), 2009
"Adult Language Learners: Context and Innovation" presents instructional practices that are particularly successful with adults. Adult language learners are goal oriented and direct their learning to fulfill particular needs or demands: to advance their studies, to progress up the career ladder, to follow business opportunities, to pass…
Descriptors: Adult Learning, Adult Students, Personal Autonomy, Foreign Countries
Lin-shuang, Yao; Zi-jiang, Que – Online Submission, 2007
This paper explored the adult student opinions on four types of English classroom activities (language learning; language acquisition; information convey; role play) and the relationship between the fondness degrees and their personality, test performance and motivation. It turned out that the majority of students ranked all classroom activities a…
Descriptors: Class Activities, Student Attitudes, Learning Activities, Adult Students
Sims, Edward M. – Computers and Education, 2007
Lifelike, interactive digital characters, serving as mentors and role-playing actors, have been shown to significantly improve learner motivation and retention. However, the cost of modeling such characters, authoring and editing their interactions, and delivering them over limited-bandwidth connections can be prohibitive. This paper describes a…
Descriptors: Foreign Culture, Educational Technology, Military Personnel, Mentors