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Showing 1 to 15 of 26 results Save | Export
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Lyngstad, Mette Bøe; Baraldsnes, Dziuginta; Gjaerum, Rikke Gürgens – Research in Drama Education, 2022
In this article, we investigate how a process drama can be used in efforts against school bullying in a new digitalised society, specifically, what kinds of initiatives Norwegian adolescents make use of in process drama as anti-bullying prevention and what kinds of attitudes towards this kind of prevention work they emphasise. In the project Drama…
Descriptors: Bullying, Prevention, Drama, Adolescents
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Hye-Yun, Jung; Kyeong-Hwa, Lee – Journal of Creative Behavior, 2023
Pedagogical strategies for nurturing group creativity in school mathematics have remained largely unexplored despite their significance. In this study, we explored the use of role playing in mathematical modeling activities for nurturing group creativity in a 9th-grade mathematics class in Korea. We described the theoretical bases and types of…
Descriptors: Group Activities, Creativity, Role Playing, Mathematical Models
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Bijani, Houman; Abbasi, Masoumeh – International Journal of Assessment Tools in Education, 2022
This study is intended to explore an applicable and effective model of simulated situation for English as a Foreign Language (EFL) learners and also investigate the effects of the simulated environment on Willingness to Communicate (WTC) of the learners. To carry out this study, 300 elementary level EFL learners were chosen. A Key English Test…
Descriptors: English (Second Language), Second Language Instruction, Communication Skills, Student Attitudes
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Ellen McCammon; Jessica Law; Crystal Tyler; Mason Arrington; Patrick Jagoda; Melissa Gilliam – Urban Education, 2024
Black and Latinx adolescents in urban schools can derive numerous benefits from tailored career and health education. However, many factors may prevent schools and teachers from offering such programing. To address the need for career and health education, we prototyped Caduceus Quest, a theory-based, digital role-playing game designed to provide…
Descriptors: Computer Games, African American Students, Hispanic American Students, High School Students
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Cox, Darrin; Bauer-Leffler, Simon – History Teacher, 2023
Living history, and/or reenactment, brings the lives and experiences of a past age into the modern era to provide a contextualized interpretation of long-gone cultures. Academic literature suggests that presentations by properly trained living historians at historical sites and museums are connected to more positive visitor experience and…
Descriptors: History Instruction, Elementary School Students, High School Students, Knowledge Level
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Hernández-Prados, Mª Ángeles; Belmonte, Mª Luisa; Manzanares-Ruiz, Juan Carlos – Education Sciences, 2021
Notwithstanding the importance and relevance of gamification as a topical methodology in education, and after a literature review, there are just a few studies using role-playing games. In order to motivate and facilitate English as second language (ESL) learning of first year of Bachillerato (year 12) students at a public high school in the…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, High School Students
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Preuß, Anna Katharina – International Journal of Game-Based Learning, 2020
The cognitive-motivational process model of learning describes how personality traits in a specific situation influence current learner motivation and through certain mediators, the learning outcome. This study investigates the influence of personality traits and current motivation on these mediators. For 86 high school students playing a…
Descriptors: Personality Traits, Motivation, Computer Simulation, Computer Games
Guo, Yu – ProQuest LLC, 2019
Economic inequality has reached historically high levels in both the United States and in the world. The research literature in sociology and political science has long shown that individuals tend to be very persistent in their views on the determinants of economic success, although these views may be formed on cultural and cognitive biases. For…
Descriptors: Affordances, Instructional Effectiveness, Computer Simulation, Role Playing
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Calvo-Morata, Antonio; Rotaru, Dan Cristian; Alonso-Fernandez, Cristina; Freire-Moran, Manuel; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar – IEEE Transactions on Learning Technologies, 2020
Bullying is a serious social problem at schools, very prevalent independently of culture and country, and particularly acute for teenagers. With the irruption of always-on communications technology, the problem, now termed cyberbullying, is no longer restricted to school premises and hours. There are many different approaches to address…
Descriptors: Educational Games, Bullying, Computer Mediated Communication, Learning Analytics
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Holzberg, Debra G.; Test, David W.; Rusher, Dana E. – Remedial and Special Education, 2019
For students with high-incidence disabilities, the transition from secondary to postsecondary educational settings poses the additional challenge of acquiring accommodations. Self-advocacy interventions have been identified as important skills for students with disabilities in accessing accommodations. The purpose of this study was to examine the…
Descriptors: Advocacy, High School Students, Mild Disabilities, Conflict Resolution
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Wulandari, Dwi; Narmaditya, Bagus Shandy – International Education Studies, 2017
Readers Theater is one of the innovative learning in an effort to increase the understanding and value students' learning processes that involve the activity of reading, writing, listening and speaking. In this type of learning, students read a manuscript of a certain literature and other students grasp the meaning of what was read and is shown by…
Descriptors: Theater Arts, Economics Education, Teaching Methods, Learning Processes
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Choudhary, Rahul K.; Foppoli, Alexander; Kaur, Tejinder; Blair, David G.; Zadnik, Marjan; Meagher, Richard – Physics Education, 2018
The decline in students' interest in science and technology is a major concern in the western world. One approach to reversing this decline is to introduce modern physics concepts much earlier in the school curriculum. We have used the context of the recent discoveries of gravitational waves to test the benefits of one-day interventions, in which…
Descriptors: Intervention, Science Instruction, Physics, Teaching Methods
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Jorquera Torres, Oliver Camilo; Mendoza Zapata, Jhon Eliot; Díaz Larenas, Claudio Heraldo – HOW, 2017
This study aims to measure fifty-two high school students' affective reactions after doing individual and pair-based speaking activities then completing a semantic differential scale of nine bipolar adjectives. Results do not show significant statistical differences between the two types of activities or the schools involved in this study, but…
Descriptors: High School Students, Student Attitudes, Affective Behavior, Learning Activities
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Kosic, Marianna – International Journal of Emotional Education, 2018
The paper explores the opportunities and challenges of combining media literacy and social-emotional literacy to promote mental health and well-being in school curricula. It describes the implementation of an experimental module within the program "Crescere insieme What's Up" (Growing up together What's Up). This upstream prevention and…
Descriptors: Media Literacy, Age Groups, Social Development, Emotional Development
Parrott, David L. – ProQuest LLC, 2014
The use of virtual world technology for language instruction is a recent development in education. The goal of this study was to provide a functioning 3D environment for German language students to experience as avatars. The student's impressions, attitudes, and perceptions of this learning activity would be recorded and analyzed to see if this…
Descriptors: Educational Technology, Computer Simulation, Role Playing, Second Language Learning
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