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Chappell, Drew – Theory and Research in Social Education, 2010
Through an analysis of activities called for in social studies texts at three grade levels, the author critically examines the links between children's improvisational performance and social studies curricula. He asks: What is unique about the process of embodying a historical or contemporary character as part of the learning process (such as a…
Descriptors: Social Studies, Cultural Activities, Class Activities, Ideology
Collins, Shawnee; Higbee, Thomas S.; Salzberg, Charles L. – Journal of Applied Behavior Analysis, 2009
We investigated the effects of video modeling on the percentage of correctly implemented problem-solving steps by staff in a group home for adults with developmental disabilities, using a nonconcurrent multiple baseline design across participants. The treatment consisted of staff watching a video model demonstrating the correct implementation of a…
Descriptors: Role Playing, Intervention, Developmental Disabilities, Problem Solving
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Thomassen, Aukje; Rive, Pete – Learning, Media and Technology, 2010
The theory and lessons of knowledge exchange, in both a physical and virtual environment, suggest a framework for understanding the specific requirements for a digital design class in "Second Life". Through teaching and observing students who were asked to complete a machinima project, our research provided examples of the strengths and…
Descriptors: Foreign Countries, Virtual Classrooms, Computer Simulation, Role Playing
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Tam, Po-chi – Research in Drama Education, 2010
Drawing on Mikhail Bakhtin's Carnival theory, this article focuses on specific outcomes of a research project the author undertook in Hong Kong, where drama pedagogy has been recently introduced into the official curriculum. It investigates the ways in which laughter, noise, jokes, frolic and popular literacies commonly appear in classrooms where…
Descriptors: Foreign Countries, Drama, Instruction, Theories
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Yu, Tao Wang – International Education Studies, 2009
A much more attractive way to use the internet was discovered. Users are represented by avatars in the fantasy persistent 3D world, and the avatars apparently come to occupy a special place in the hearts of their creators (Castronova, 2001). At present, millions of people worldwide have accounts to some kind of virtual environments. Virtual world…
Descriptors: Internet, Educational Technology, Computer Games, Technology Uses in Education
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Levintova, Ekaterina; Johnson, Terri; Scheberle, Denise; Vonck, Kevin – Journal of Political Science Education, 2011
Globalization, global citizenship, and political engagement have become such buzzwords and cliches that we often lose the sense of their meaning. Global citizenship in particular is an elusive concept to operationalize. This article proposes to look at three dimensions of global citizenship: legal (rights and obligations), psychological…
Descriptors: Assignments, Political Science, Introductory Courses, Citizenship
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Essid, Joe; Wilde, Fran – EDUCAUSE Quarterly, 2011
Effective virtual simulations can embed participants in imaginary worlds. Researchers working in virtual worlds and gaming often refer to "immersion," a state in which a participant or player loses track of time and becomes one with the simulation. Immersive settings have been shown to deepen learning. Ken Hudson's work with students…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Role Playing
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Miller, Leslie M.; Chang, Ching-I.; Wang, Shu; Beier, Margaret E.; Klisch, Yvonne – Computers & Education, 2011
The power of a web-based forensic science game to teach content and motivate STEM careers was tested among secondary students. More than 700 secondary school students were exposed to one of the three web-based forensic cases for approximately 60 min. Gain scores from pre-test to a delayed post-test indicated significant gains in content knowledge.…
Descriptors: Science Careers, Persuasive Discourse, Student Attitudes, Technology
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Gao, Fei; Noh, Jeongmin J.; Koehler, Matthew J. – Journal of Interactive Learning Research, 2009
This study compared student performances in role-playing activities in both a face-to-face (FTF) environment and a virtual 3D environment, Second Life (SL). We found that students produced a similar amount of communication in the two environments, but the communication styles were different. In SL role-playing activities, students took more…
Descriptors: Role Playing, Comparative Analysis, Interpersonal Communication, Computer Mediated Communication
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Zitter, Ilya; de Bruijn, Elly; Simons, Robert-Jan; ten Cate, Olle – Interactive Learning Environments, 2012
We study project-based, technology-enhanced learning environments in higher education, which should produce, by means of specific mechanisms, learning outcomes in terms of transferable knowledge and learning-, thinking-, collaboration- and regulation-skills. Our focus is on the role of objects from professional practice serving as boundary objects…
Descriptors: Foreign Countries, Educational Technology, Instructional Design, Computer Mediated Communication
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Mon, Lorri – International Journal of Virtual and Personal Learning Environments, 2010
Education within Second Life frequently recapitulates the "sage on the stage" as students sit their avatars down in chairs in the virtual world and listen to or read an instructor's lecture while watching a slideshow. This conceptual article explores alternative active learning techniques supporting independent and collaborative learning…
Descriptors: Virtual Classrooms, Computer Mediated Communication, Computer Simulation, Teaching Methods
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Morse, Shona – Journal of European Industrial Training, 2010
Purpose: The aim of this paper is to give a critical assessment of a study designed to investigate the potential of a new method for teaching HRD students about performance appraisal. It is argued that this approach is in the vanguard of developments in IT and learning. Design/methodology/approach: The paper takes the form of an explorative study…
Descriptors: Foreign Countries, Interviews, Personnel Evaluation, Program Effectiveness
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Amendola, Mark; Oliver, Robert – Reclaiming Children and Youth, 2010
There have been longstanding debates in the scientific community regarding what qualifies as evidence for programs that work with challenging youth. There are also a variety of levels of evidence on a continuum from promising to proven. Aggression Replacement Training[R] has stood the test of time in terms of its scientific underpinning and…
Descriptors: Student Motivation, Aggression, Outcomes of Treatment, Training
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Gorjian, Bahman; Moosavinia, Seyyed Rahim; Jabripour, Azadeh – TESL-EJ, 2010
This study began with the supposition that teaching English drama through dramatic performance could enhance English literature students' knowledge of drama at university level. The research was conducted over a whole academic semester with 60 intermediate students enrolled in English drama II courses. They were divided into two groups of…
Descriptors: English (Second Language), Second Language Learning, Experimental Groups, Control Groups
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Beidatsch, Cedric; Broomhall, Susan – Journal of University Teaching and Learning Practice, 2010
Increasingly, academic teachers are exploring the learning opportunities offered by student-centred participatory classroom and web-supported exercises. Role-play and gaming activities have been highlighted as fora which provide development of a range of personal and social skill sets in students, as well as understanding of subject content. This…
Descriptors: History Instruction, Role Playing, Teaching Methods, Historiography
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