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Chae, Soojung; Park, Eun-Young; Shin, Mikyung – International Journal of Disability, Development and Education, 2019
This article presents the results of a meta-analysis of the effects of school-based interventions for improving disability awareness and attitudes towards disability of students without disabilities in Kindergarten through secondary school grades in the Republic of Korea (South Korea). A total of 20 studies published between 2001 and 2017 were…
Descriptors: Meta Analysis, Intervention, Attitudes toward Disabilities, Educational Environment
Zou, Di; Huang, Yan; Xie, Haoran – Computer Assisted Language Learning, 2021
Given the importance of word knowledge for second language acquisition, there is always a need for effective word-learning approaches from language learners. With the rapid development of educational technologies, game-based learning is emerging into a field with considerable potential, within which, digital game-based vocabulary learning has…
Descriptors: Vocabulary Development, Game Based Learning, Teaching Methods, Second Language Learning
Anna McCoy; Jennifer Holloway; Olive Healy; Mandy Rispoli; Leslie Neely – Review Journal of Autism and Developmental Disorders, 2016
An impaired development in social interaction is a defining characteristic of high-functioning autism (HFA). Video modeling (VM), role play, and computer-based instruction (CBI) have received empirical evaluation in the literature and are increasingly used in clinical practice as treatment approaches for increasing social skills in this…
Descriptors: Video Technology, Models, Role Playing, Computer Assisted Instruction
Karagiorgas, Dimitrios N.; Niemann, Shari – Journal of Educational Technology Systems, 2017
In the last 10 years, gaming has evolved to the point that it is now being used as a learning medium to educate students in many different disciplines. The educational community has begun to explore the effectiveness of gaming as a learning tool and as a result two different ways of utilizing games for education have been created: Gamification and…
Descriptors: Educational Games, Video Games, Comparative Analysis, Learning Processes
Malazonia, David; Maglakelidze, Shorena; Chiabrishvili, Nino; Chiabrishvili, Maia – Intercultural Education, 2017
The National Curricula of Georgia emphasises the importance of intercultural education only in a declarative way. This article investigates how specific activities can contribute to the development of intercultural competences in a diverse environment. We conclude that additional training resources are critical for the development of those…
Descriptors: National Curriculum, Cultural Awareness, Learning Activities, Multicultural Education
O'Donnell, Eileen; Lawless, Séamus; Sharp, Mary; Wade, Vincent P. – International Journal of Distance Education Technologies, 2015
The realisation of personalised e-learning to suit an individual learner's diverse learning needs is a concept which has been explored for decades, at great expense, but is still not achievable by non-technical authors. This research reviews the area of personalised e-learning and notes some of the technological challenges which developers may…
Descriptors: Electronic Learning, Individualized Instruction, Programming, Authors
Peterson, Mark – Computer Assisted Language Learning, 2016
Contemporary CALL research reflects renewed interest in digital games. One aspect of this phenomenon namely, use of massively multiplayer online role-playing games (MMORPGs), has expanded significantly, highlighting the need for a review. This paper analyzes findings from 10 learner-based studies that draw on accounts of SLA informed by cognitive…
Descriptors: Computer Assisted Instruction, Second Language Instruction, Second Language Learning, Computer Games
Jones, Lindsey – Deafness and Education International, 2014
There is limited research available in the area of science education for deaf children. In the twenty-first century, the importance of science and specifically scientific argumentation cannot be overlooked as a vital aspect of the curriculum. Current science teaching presents a range of difficulties for deaf students particularly when abstract…
Descriptors: Deafness, Science Education, Persuasive Discourse, Literature Reviews
Fryda, Candice M.; Hulme, Polly A. – Journal of School Nursing, 2015
One prevention strategy for childhood sexual abuse (CSA) involves educational programs delivered to children in the school environment. The purpose of this integrative literature review was to determine the state of the science on school-based CSA prevention programs. The authors extracted data from 26 articles that fit inclusion criteria to…
Descriptors: Sexual Abuse, Prevention, Child Abuse, Educational Environment
Abdul Jabbar, Azita Iliya; Felicia, Patrick – Review of Educational Research, 2015
In this review, we investigated game design features that promote engagement and learning in game-based learning (GBL) settings. The aim was to address the lack of empirical evidence on the impact of game design on learning outcomes, identify how the design of game-based activities may affect learning and engagement, and develop a set of general…
Descriptors: Educational Games, Instructional Design, Learner Engagement, Outcomes of Education
Schindler, Laura A.; Burkholder, Gary J. – Higher Learning Research Communications, 2014
Asynchronous online discussions (AODs) are often used to promote critical thinking in online courses; however, recent research suggests that levels of critical thinking in discussions remain low. Furthermore, there is a lack of consensus in the literature about the definition of critical thinking and many of the existing studies focus on one…
Descriptors: Instructional Design, Critical Thinking, Asynchronous Communication, Computer Mediated Communication
Hanewald, Ria – Turkish Online Journal of Distance Education, 2013
The purpose of this paper is to present selected literature on learners and collaborative learning in virtual worlds. Research in virtual worlds on collaborative learners is gradually emerging and will gain in significance, particularly in online and distance education environments. It will be argued that the design and functionality of virtual…
Descriptors: Cooperative Learning, Electronic Learning, Distance Education, Educational Environment
Averett, Paige E.; Arnd-Caddigan, Margaret – Journal of Teaching in Social Work, 2014
This article includes a review of the literature on personal epistemology and the reflective judgment model and applies these theoretical concepts to undergraduate students who engage in service-learning projects. The application will provide instructors with greater understanding of students' abilities and limitations in their…
Descriptors: Service Learning, Social Work, Epistemology, Reflection
Ballon, Bruce C.; Silver, Ivan; Fidler, Donald – Academic Psychiatry, 2007
Objective: Headspace Theater has been developed to allow small group learning of psychiatric conditions by creating role-play situations in which participants are placed in a scenario that simulates the experience of the condition. Method: The authors conducted a literature review of role-playing techniques, interactive teaching, and experiential…
Descriptors: Experiential Learning, Psychiatry, Symptoms (Individual Disorders), Role Playing
Fang, Yu-Shen; Lee, Lung-Sheng – Interactive Technology and Smart Education, 2009
Purpose: Applications of online Second Life (SL) prevail over the world. The purpose of this paper is to make a review and synthesis of recent research studies on SL. Design/methodology/approach: Documental analysis is employed. Totally, 135 research publications, published in 2006-2008, are reviewed and synthesized. Findings: Findings are as…
Descriptors: Educational Research, Research Methodology, Literature Reviews, Research Reports