NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 7 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Rich Paul Cooper; Jonan Phillip Donaldson; Mahjabin Chowdhury; Jonathan M. Mitchell – International Journal of Designs for Learning, 2024
"The Ballad of Proxima-B" is an educational RPG that promotes learning and collaboration. Students contribute to world-building and game mechanics, creating fictional worlds and characters, including a dystopian Earth, the planet Proxima-B, and alien races. The game incorporates constructivist, constructionist, and Dynamic Systems Model…
Descriptors: Educational Games, Game Based Learning, Role Playing, Science Fiction
Peer reviewed Peer reviewed
Direct linkDirect link
Bridge, Dave – Journal of Political Science Education, 2016
With so many role-playing simulations already in the political science education literature, the recent repeated calls for new games is both timely and appropriate. This article answers and extends those calls by advocating the creation of probabilistic games using Microsoft Excel. I introduce the example of the Stag Hunt Game--a short, effective,…
Descriptors: Spreadsheets, Educational Games, Probability, Role Playing
Peer reviewed Peer reviewed
Direct linkDirect link
Mayrath, M. C.; Traphagan, T.; Heikes, E. J.; Trivedi, A. – Interactive Learning Environments, 2011
Interest in the instructional application of virtual worlds, such as "Second Life" (SL), has grown substantially. However, little information is available about effective instructional activities using virtual worlds. This case study illustrates lessons learned from a pilot integrating SL into a two-semester English course at a large…
Descriptors: Instructional Design, Educational Technology, Computer Simulation, Simulated Environment
Ramaswami, Rama – Campus Technology, 2011
Just a few years ago, virtual worlds were credited with the power to transform the universe. Used since the late 1990s in military and medical applications, virtual worlds first gained mainstream media attention when Linden Lab released Second Life in 2003. While other worlds, including open source environments, have launched since then (examples…
Descriptors: Foreign Countries, Computer Software, Technical Support, Computer Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Dawson, Kathryn; Cawthon, Stephanie W.; Baker, Sally – Research in Drama Education, 2011
Applied theatre often draws upon critical pedagogy and constructivist methodology as a way to bring participants into direct engagement with their own learning experiences. As learners, adults bring a wealth of perspectives that further affect how they interact with an applied theatre experience. "Drama for Schools" (DFS) is a…
Descriptors: Educational Strategies, Constructivism (Learning), Graduate Students, Critical Theory
Peer reviewed Peer reviewed
Direct linkDirect link
Yuen, Timothy; Liu, Min – Journal of Interactive Learning Research, 2011
This paper presents a cognitive model of how interactive multimedia authoring (IMA) affect novices' cognition in object-oriented programming. This model was generated through an empirical study of first year computer science students at the university level being engaged in interactive multimedia authoring of a role-playing game. Clinical…
Descriptors: Feedback (Response), Programming, Cognitive Processes, Task Analysis
Peer reviewed Peer reviewed
Direct linkDirect link
Marx, Joseph G.; Honeycutt, Kimberly A.; Clayton, Sonia Rahmati; Moreno, Nancy P. – American Biology Teacher, 2006
The Elizabeth Towns Incident (ETI), a set of inquiry lessons on human anatomy, was developed as part of a partnership between the Houston Independent School District (HISD) and Baylor College of Medicine. This collaboration was funded by the National Science Foundation's program, Graduate Teaching Fellowship in K-12 Education. The Houston-based…
Descriptors: Inquiry, Anatomy, College School Cooperation, School Districts