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Sara Pulido Bracht – ProQuest LLC, 2024
The purpose of this intrinsic qualitative case study was to understand the meaning-making experiences and experienced-based decision making that occur among middle school girls while playing the tabletop role playing game Dungeons & Dragons through the online videoconferencing platform zoom. table-top games have been played in some form for…
Descriptors: Middle School Students, Grade 8, Females, Role Playing
Bentley, Nick – Changing English: Studies in Culture and Education, 2023
This essay examines learners' understanding of how they use role. It draws upon a semi-structured interview with five Year 7 students, which took place after their first lesson exploring "Darkwood Manor," a gothic sequence of drama. Considering the elements which shape how they adopt roles in the classroom, I interrogate the students'…
Descriptors: Self Motivation, Cooperation, Peer Relationship, Role Playing
Scott R. Bartholomew; Nathan Pehrson – Technology and Engineering Teacher, 2023
A group of adults, dressed in authentic medieval costumes, organize and stage a full-scale battle at a local park; weapons (made from foam), roles, and medieval speech are all part of the event. This is known as "Live Action Role Play" -- more commonly referred to as "LARP." Although many settings and scenarios have been used…
Descriptors: Role Playing, Learning Activities, Engineering Education, Design
Haarman, Susan – Philosophical Studies in Education, 2022
The efficacy of tabletop role-playing games (RPGs) as an educational and therapeutic asset in schools has been extensively studied, with many middle and high schools employing these games as extracurricular activities because of their positive impact around identity formation, empathy, and social skills. More recent iterations of tabletop RPGs are…
Descriptors: Role Playing, Game Based Learning, Teaching Methods, Story Telling
Gang Yang; Dan Zheng; Ji-Huan Chen; Qun-Fang Zeng; Yun-Fang Tu; Xiao-Li Zheng – Interactive Learning Environments, 2024
The game-based learning approach to developing students' computational thinking (CT) current has received attention from researchers. However, the compatibility between games and instruction is often insufficient to accommodate the entertaining and educational nature of the curriculum entirely, and the benefits of game-based learning could be…
Descriptors: Role Playing, Educational Games, Mental Computation, Learner Engagement
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
Santiago Ojeda-Ramirez; Daniel Ritchie; Mark Warschauer – CATESOL Journal, 2024
Artificial Intelligence technologies are becoming ubiquitous, transforming the workforce by altering or creating jobs and influencing decisions that affect minority communities. The necessity of AI literacy, comprising knowledge and skills for critical interaction with AI, is increasingly important. Multilingual learners, engaging with both every…
Descriptors: Middle School Students, Summer Programs, Camps, Artificial Intelligence
Makoto Hanita; Graham Buhrman; Joy Kennedy; Jacqueline Zweig; Hai Lun Tan; Alice Kaiser; Kevin Waterman – Society for Research on Educational Effectiveness, 2024
Background: Mission US is a series of interactive first-person role-playing history games and curricular materials that address a critical problem: students lack fundamental knowledge of our nation's history. According to the most recent National Assessment of Educational Progress (NAEP, 2018), only 13% of Grade 8 students were proficient on the…
Descriptors: United States History, History Instruction, Middle School Students, Educational Games
Lu, Zhuotao; Chiu, Ming M.; Cui, Yunhuo; Mao, Weijie; Lei, Hao – Journal of Educational Computing Research, 2023
This meta-analysis determined game-based learning's (GBL) overall effect on students' computational thinking (CT) and tested for moderators, using 28 effect sizes from 24 studies of 2,134 participants. The random effects model results showed that GBL had a significant positive overall effect on students' CT (g = 0.677, 95% confidence interval…
Descriptors: Game Based Learning, Computation, Thinking Skills, Meta Analysis
Riel, Jeremy; Lawless, Kimberly A.; Oren, James B. – Online Learning, 2022
In this study, different degrees of synchronous and asynchronous online social interactions are investigated in the context of an online educational roleplaying simulation game that is played across multiple classrooms simultaneously to teach argumentation skills and social studies. Results from 45 K-12 middle school social studies teachers and…
Descriptors: Comparative Analysis, Asynchronous Communication, Synchronous Communication, Discussion
Tsemach, Ehud; Schwarz, Baruch; Israeli, Mirit; Keynan, Omer – Dialogic Pedagogy, 2023
The present paper inquires whether a meticulous program designed to resolve Interdisciplinary Societal Dilemmas through dialogic argumentation advances epistemic practices. To delineate how epistemic practices are manifested in classroom discussions, we adopted the Actor-Network Theory (ANT), which explores the interactions and agencies of human…
Descriptors: Social Problems, Dialogs (Language), Persuasive Discourse, Interdisciplinary Approach
Cumhur, Fatma – Problems of Education in the 21st Century, 2022
Understanding students' mathematical thinking in problem solving process plays an important role in facilitating the solution. Hence, teachers or pre-service teachers need to understand students' thoughts and guide them to the correct answer. The aim of this study was to examine pre-service teachers' approaches to guiding students in problem…
Descriptors: Preservice Teachers, Problem Solving, Teaching Methods, Grade 7
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
Gunel, Emre; Top, Ercan – International Journal of Technology in Education, 2022
This study aims to integrate video games into classrooms not as a replacement for regular lessons but as supplementary materials under the teacher's supervision. To this extent, the researcher created an educational English learning video game specifically modeled on the students' real lives. Ninety-six middle school students, 48 in the control…
Descriptors: Educational Games, Video Games, Vocabulary Development, Retention (Psychology)
Timmons-Mitchell, Jane; Albright, Glenn; McMillan, Jeremiah; Shockley, Kristen; Cho, Seungjong – Online Submission, 2019
In this study, we examined the impact of a virtual training program, Kognito At-Risk role-play simulation, on the mental health and suicide prevention gatekeeping skills of middle school educators. Methods: The validated Gatekeeper Behavior Scale was administered to 33,703 participants at baseline, post-training and follow-up. Helping behaviors…
Descriptors: Middle School Teachers, Mental Health, Suicide, Prevention