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Samoekan Sophonhiranrak; Putthachat Angnakoon; Sarunwit Promsaka Na Sakonnakron; Yada Atanan; Tida Tubpun – International Association for Development of the Information Society, 2024
The Friedrich Naumann Foundation and the King Prajadhipok's Institute in Thailand created the educational board game PeaceSoCracy, based on the online game available on the Tabletopia platform. The purpose of this board game is to encourage non-violent communication and an empathetic mind. Each process in the game play delivers more than just…
Descriptors: Educational Games, Interpersonal Communication, Empathy, Communication Skills
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Ratirat Poolperm; Atipat Boonmoh – THAITESOL Journal, 2024
Speaking English in a face-to-face classroom versus an online classroom may make EFL students feel uneasy in different ways, depending on a variety of factors. To help students reduce anxiety, teachers must understand the different levels of anxiety they experience in different situations. This study investigated the differences in…
Descriptors: Foreign Countries, Undergraduate Students, Anxiety, English (Second Language)
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Kelly A. Parkes; Ryan Daniel – International Journal of Teaching and Learning in Higher Education, 2023
This article focuses on the issue of reflection for music studio teachers in higher education. Although stimulated recall and reflection on action are well-developed research fields in classroom education settings, the application of these methods to studio teaching is rare, a form of pedagogy which is heavily influenced by the master-apprentice…
Descriptors: Higher Education, Music Teachers, Classroom Environment, Stimulation