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van den Berg, Bas; Fortuin-van der Spek, Cocky – Education Sciences, 2019
One of the main questions regarding Dutch primary education in our secularised and religiously diverse society--both with regards to public and religiously-affiliated schools--is how to get students acquainted with the symbolic language of religious and worldview-affiliated life narratives. Teaching literacy in symbolic language has become less…
Descriptors: Symbolic Language, Figurative Language, World Views, Role Playing
Carnes, Mark C. – Arts and Humanities in Higher Education: An International Journal of Theory, Research and Practice, 2015
For centuries, the titans of educational reform--Plato, Rousseau, Dewey, Piaget, Erikson, Csikszentmihalyi and others--have championed the educational benefits of play. Yet many professors and administrators are boggled by the idea of playing academic games in college. They instantly dismiss faculty initiatives like "Reacting to the…
Descriptors: Play, Educational Change, Higher Education, Educational Benefits
Krakowski, Pamela – Journal of Museum Education, 2012
This article explores the role of play in an art museum. Reflecting upon a kindergarten field trip to the Warhol Museum in which children's play was the centerpiece of the museum experience, the author examines what early childhood theorists have written about the value of play in young children's lives. She shows how the Warhol's program for…
Descriptors: Museums, Arts Centers, Play, Young Children
Graham, Kerrie Lewis – American Journal of Play, 2010
Millions of children and adults devote much of their leisure time to playing massively multiplayer online role-playing games (MMORPGs). Most observers commonly categorize computer games as a play activity, but this article asks whether MMORPGs contain activities that might not be play. The author examines the phenomenon of online gaming and…
Descriptors: Computer Games, Computer Simulation, Role Playing, Play
Simpson, Joseph M.; Elias, Vicky L. – Teaching Sociology, 2011
This article introduces a sociology role-playing game (RPG) used to demonstrate the broad range of social forces, institutions, and structures in a semester-long series of in-class and homework assignments. RPGs and other simulation games have been frequently suggested as a useful teaching methodology because of their unique ability to allow…
Descriptors: Sociology, Role Playing, Educational Games, Simulation
Wilson, Asia – Educational Perspectives, 2006
Role-play is one of the most engaging instruments for imagining what is not actually present. Role-play can take a variety of forms: student(s) enacting; teacher(s) enacting; and student(s) and teacher(s) enacting together. In this article, the author examines a number of different ways for teachers to incorporate role-play in their classrooms to…
Descriptors: Role Playing, Middle School Students, Elementary School Students, Imagination
Taylor, Marjorie; Carlson, Stephanie M.; Maring, Bayta L.; Gerow, Lynn; Charley, Carolyn M. – Developmental Psychology, 2004
Past research with 152 preschoolers found that having an imaginary companion or impersonating an imaginary character was positively correlated with theory of mind performance. Three years later, 100 children from this study were retested to assess the developmental course of play with imaginary companions and impersonation of imaginary characters…
Descriptors: Play, Fantasy, Young Children, Imagination
Bigelow, Bill – Rethinking Schools, Ltd, 2006
"The Line Between Us" explores the history of U.S-Mexican relations and the roots of Mexican immigration, all in the context of the global economy. And it shows how teachers can help students understand the immigrant experience and the drama of border life. "But The Line Between Us" is about more than Mexican immigration and…
Descriptors: Video Technology, Teacher Role, Global Approach, Criticism
Thomas, Angela – E-Learning, 2005
This article argues that children in a particular virtual community are learning through their participation in the discursive and social practices of the community. Using Wenger's model of "communities of practice" the article illuminates examples of children's learning that were a direct result of collaboration towards a common goal.…
Descriptors: Internet, Educational Technology, Computer Uses in Education, Cooperative Learning