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Rivera-Trigueros, Irene; Sánchez-Pérez, María del Mar – Teaching English with Technology, 2020
This study aims to analyse motivation in the English as a Foreign Language (EFL) secondary classroom through gamification. To this end, a gamification proposal based on "Game of Thrones" TV series was designed. "Classcraft," an online role-playing platform, was used to create a gaming scenario in the classroom. The proposal was…
Descriptors: Educational Games, Role Playing, Student Motivation, English (Second Language)
Exploring the Effects of Designing a Role-Playing Game with Single and Peer Mode for Campus Learning
Wang, Yi-Hsuan – Educational Technology Research and Development, 2020
This study aims to extend the learning advantages of game-based learning from formal education to informal learning, and to develop a role-playing game (RPG) to help students familiarize themselves with a new school. Several game elements and principles were considered during the design stage, and the tasks were embedded into a macro-context to…
Descriptors: Instructional Design, Educational Games, Game Based Learning, Role Playing
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
de Leur, Tessa; van Boxtel, Carla; Huijgen, Tim – History Education Research Journal, 2021
Imagining what it was like to live in the past may help secondary school students to understand historical developments and situations. In this case study, the opportunities of a drama task are explored by using a mixed-method approach. In small groups, Dutch 14-15-year-old students examined historical sources and produced a short film clip on…
Descriptors: Foreign Countries, Secondary School Students, Group Discussion, Films
Abbott, Nicola; Cameron, Lindsey; Thompson, Jayne – School Psychology International, 2020
Researchers and anti-bullying organisations have increasingly turned their attention to the role of bystanders in tackling bullying and peer victimisation (e.g. name-calling). The objective of this study was to develop and assess the impact of a role-play programme designed to strengthen adolescent's defending behaviour to name-calling. This was…
Descriptors: Role Playing, Intervention, Program Effectiveness, Bullying
Lo´pez-Ferna´ndez, Mari´a del Mar; Gonza´lez-Garci´a, Francisco; Franco-Mariscal, Antonio Joaqui´n – Journal of Chemical Education, 2021
The social dimension of chemistry is relevant and present in numerous socio-scientific issues, for example, the use of plastics. These issues can be covered at school by implementing strategies such as role-playing, which allow different perspectives to be understood, thereby helping to promote changes in attitude. This paper presents a…
Descriptors: Plastics, Chemistry, Educational Games, Role Playing
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
Ali A. Alzubi; Mohd Nazim; Jalal Ahamad – Journal of Pedagogical Research, 2024
Educators, including English Language Teaching practitioners, acknowledge the influence of collaborative learning on students' learning experiences, as demonstrated by numerous studies conducted in diverse contexts. This research, however, keeping instructional innovation, students' collaborative engagement, language learning and classroom…
Descriptors: Cooperative Learning, English (Second Language), Second Language Learning, Second Language Instruction
Campbell, Matthew P.; Baldinger, Erin E.; Graif, Foster – Mathematics Teacher Educator, 2020
Approximations of practice provide opportunities for teacher candidates (TCs) to engage in the work of teaching in situations of reduced complexity. A problem of practice for teacher educators relates to how to represent student voice in approximations to engage TCs with interactive practices in meaningful ways. In this article, we share an…
Descriptors: Preservice Teacher Education, Preservice Teachers, Teaching Methods, Student Participation
Sanchez, Eric; Monod-Ansaldi, Réjane; Vincent, Caroline; Safadi-Katouzian, Sina – Education and Information Technologies, 2017
This paper draws on an empirical work dedicated to discussing a theoretical model for design-based research. The context of our study is a research project for the design, the implementation and the analysis of Insectophagia, a digital role-play game implemented in secondary schools. The model presented in this paper aims at conceptualizing…
Descriptors: Role Playing, Computer Games, Secondary School Students, Instructional Innovation
Poy, Raquel; García, Marcos – Education for Information, 2019
Digital games have a greater ease of construction of new meanings in a virtual world, more affordable, simple and comprehensible by the students than the real world, and in which the individual differences that occur in the real world tend to fade thanks to the interpretation of a character with different characteristics from the real ones.…
Descriptors: High School Students, Game Based Learning, Video Games, Role Playing
Jiang, Shiyan; Shen, Ji; Smith, Blaine E. – International Journal of Science Education, 2019
The current K-12 educational system often does not engage students in interdisciplinary learning. To address this need, we developed an integrated STEM + L (Science, Technology, Engineering, Math, and Digital Literacies) afterschool programme in which middle school students took discipline-specific roles (writer, scientist, artist, and engineer)…
Descriptors: Interdisciplinary Approach, After School Programs, STEM Education, Middle School Students
Barón, Júlia; Celaya, M. Luz – Language Teaching Research, 2022
The present study deals with the effect of audio-visual material for second language (L2) pragmatic learning in the foreign language classroom. More specifically, it analyzes whether being exposed to captioned and non-captioned input in an experimental condition entailing no instruction on pragmatics might have any influence on the learners'…
Descriptors: Audiovisual Aids, Visual Aids, Second Language Learning, Second Language Instruction
Jones, Verity; Mitra, Saptarshi; Gupta, Nobina – London Review of Education, 2022
In 2019 India was ranked seventh most affected nation by climate change, yet 65 per cent of the Indian population had not heard of climate change. India's revised National Education Policy mentions climate change and environmental issues as part of its work towards reaching the United Nation's Sustainable Development Goals. However, to date,…
Descriptors: Climate, Sustainability, Environmental Education, Teaching Methods
Scott, Phyllis R. – ProQuest LLC, 2022
High school graduates with language deficits often have poor emotion regulation (ER), enter the workforce unprepared to meet the emotional demands, and experience workforce outcomes that lead to a poor quality of life. Speech-language pathologists (SLPs) teach ER, but little is known about ER-targeted speech-language therapy (ERSLT) for high…
Descriptors: Speech Language Pathology, Allied Health Personnel, Self Control, Emotional Response