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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
Carbajal, Mark Lee – ProQuest LLC, 2019
Previous research has focused on various methods, strategies and concepts that impact the teaching of history in classrooms (Brush & Saye, 2002; Hicks, Doolittle & Ewing, 2004; Levstik & Barton, 2011; Shepherd, 2010). However, research that examines the practice of using the reenactment process in regard to teachers' beliefs and…
Descriptors: History Instruction, Junior High School Teachers, Teaching Methods, Role Playing
Paggi, Karen Clinkert – ProQuest LLC, 2018
This paper is a description of a proposed action research study driven by a problem of practice. The problem for this action research is that the teacher-researcher's sixth-grade social studies students lack critical thinking skills. Critical thinkers are engaged and creative learners who analyze complex issues and challenges within society. The…
Descriptors: Social Studies, Grade 6, Critical Thinking, Instructional Effectiveness
Dalsen, Jennifer – ProQuest LLC, 2018
This dissertation investigates the following research question within an informal games-based learning environment: "How do students construct scientific ideas within a games-based learning environment?" In this study, middle school youth role-played as scientists recruited by the Center for Disease Control (CDC) to stop the Raven Virus…
Descriptors: Persuasive Discourse, Game Based Learning, Student Diversity, Educational Environment
Diamond, James – ProQuest LLC, 2012
"Historical empathy" connotes "perspective taking-in-historical-context," or explaining the intentions that motivated behavior within a framework of beliefs, values, and institutions, among other factors, as they existed at some time and in some place, rather than through contemporary norms and perspectives. As a construct,…
Descriptors: Games, History, Empathy, Perspective Taking