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Bolstad, Rachel; McDowall, Sue – New Zealand Council for Educational Research, 2019
This report discusses the potential of games to support learning, and what innovative game-based (or "gameful") learning and teaching practices can look like in a range of New Zealand school settings. Over 2 years, we undertook fieldwork in 14 schools, interviewed 21 teachers and more than 100 students ranging from Year 3 to Year 13. We…
Descriptors: Foreign Countries, Game Based Learning, Educational Innovation, Educational Practices
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Watcharasukarn, Montira; Krumdieck, Susan; Green, Richard; Dantas, Andre – Simulation & Gaming, 2011
This article describes a virtual reality role-playing game that was developed as a survey tool to collect travel behavior data and explore and monitor travel behavior adaptation. The Advanced Energy and Material Systems Laboratory has designed, developed a prototype, and tested such a game platform survey tool, called Travel Activity Constraint…
Descriptors: Feedback (Response), Travel, Computer Simulation, Role Playing
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Birdsall, Sally – Australian Journal of Environmental Education, 2010
Empowering students to act in an environmentally responsible manner is being increasingly touted as a central goal of formal environmental education. Acting in a responsible manner requires the development of environmental knowledge as well as positive attitudes and values towards the environment along with other attributes. While some guidance…
Descriptors: Environmental Education, Empowerment, Student Participation, Conservation (Environment)
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Mears, Alan; Stevenson, Rosalie – Kairaranga, 2006
This article describes an action research project, based within a school, to develop and increase the social resiliency of students with special education needs in both school and community settings. The programme included role-plays, scenarios and problem solving. An assessment tool was developed to measure self-esteem amongst the students and…
Descriptors: Physical Education, Teacher Aides, Action Research, Special Education