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Jamaludin, Azilawati; Chee, Yam San; Ho, Caroline Mei Lin – Computers & Education, 2009
This paper examines how pre-university students shared and constructed knowledge in the context of GP (general paper) by interacting through individual virtual characters across five cycles of enactive role play sessions. Contextualized scenarios on the topic of euthanasia were developed in "Second Life". Role-playing the virtual characters…
Descriptors: Death, Data Analysis, Virtual Classrooms, Ethics
Carter, Philip D. – Qualitative Inquiry, 2009
This article is a story in three acts. Act I is the initial article submitted to "Qualitative Inquiry" describing an unscripted sociodrama that occurred in a weekly psychodrama group two days after September 11, 2001 (initial submission titled, "9/11 in New Zealand: A point of leverage"). Act II presents the reviewer's response…
Descriptors: Foreign Countries, Group Activities, Psychology, Drama
Andreas, Konstantinidis; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli; Pomportsis, Andreas – Computers & Education, 2010
In this paper we examine the transferability of the Jigsaw and Fishbowl collaborative learning techniques to the Second Life platform. Our aim is to assess the applicability of Second Life for collaborative learning by developing virtual tools and metaphors and exploiting the representational richness of this novel medium. In order to enhance the…
Descriptors: Computer Mediated Communication, Teaching Methods, Cooperative Learning, Figurative Language
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
Moizer, Jonathan; Lean, Jonathan; Towler, Michael; Abbey, Caroline – Active Learning in Higher Education, 2009
Based on a categorization of simulation and gaming barriers developed in a previous study, this work seeks to explore in greater depth the composition and nature of these obstacles. It examines the interrelationships between the barriers and the impact of other contextual factors in the pedagogic environment. A series of in-depth interviews were…
Descriptors: Higher Education, Informal Education, Information Sources, Teaching Methods
Sturges, Diana; Maurer, Trent W.; Cole, Oladipo – Advances in Physiology Education, 2009
This study investigated the effectiveness of role play in a large undergraduate science class. The targeted population consisted of 298 students enrolled in 2 sections of an undergraduate Human Anatomy and Physiology course taught by the same instructor. The section engaged in the role-play activity served as the study group, whereas the section…
Descriptors: Control Groups, Role Playing, Academic Achievement, Pretests Posttests
Ripley, Brian; Carter, Neal; Grove, Andrea K. – Journal of Political Science Education, 2009
Model United Nations (MUN) provides a great forum for students to learn about global issues and political processes, while also practicing communication and negotiation skills that will serve them well for a lifetime. Intercollegiate MUN conferences can be problematic, however, in terms of logistics, budgets, and student participation. In order to…
Descriptors: Student Participation, International Organizations, Simulation, Case Method (Teaching Technique)
Alvarez, Patricia – History Teacher, 2008
Biography has a proven track record of exciting interest in historical events. Barbara Tuchman used it extensively in her best-selling histories, considering it a "vehicle to carry the larger subject," something that "encompasses the universal in a particular... representative." Others favor biography because it "humanizes history," "personalizes…
Descriptors: Biographies, Role Playing, Class Activities, Student Attitudes
Ip, Barry; Jacobs, Gabriel; Watkins, Alan – Australasian Journal of Educational Technology, 2008
There are numerous claims that playing computer and video games may be educationally beneficial, but there has been little formal investigation into whether or not the frequency of exposure to such games actually affects academic performance. This paper explores the issue by analysing the relationships between gaming frequency--measured as the…
Descriptors: Undergraduate Students, Video Games, Academic Achievement, Program Effectiveness
Sinclair, Anne – International Journal of Teaching and Learning in Higher Education, 2009
The purpose of this case study was to explore the experiences of participants (practicing teachers) involved in an online course entitled: "Reflective Practice for Teachers." Using a provocative pedagogy in the course, the teachers were challenged to confront beliefs and assumptions about teaching and learning and become active participants in the…
Descriptors: Electronic Learning, Focus Groups, Online Courses, Cognitive Processes
Building Fictional Ethos: Analysing the Rhetorical Strategies of Persona Design for Online Role Play
Doerr-Stevens, Candance – E-Learning and Digital Media, 2011
This article presents a qualitative case study that uses discourse and social semiotic analysis methods in order to examine the rhetorical construction of fictional personas within an online role play used for learning in the college classroom. Of special focus are the differing patterns of semiotic resource use (for example, language and…
Descriptors: Rhetoric, Program Effectiveness, Semiotics, Linguistic Theory
Constible, Juanita; Sandro, Luke – Journal of College Science Teaching, 2008
In this problem-based learning activity designed for nonscience majors, students assume the roles of scientists working for a public relations firm. Teams of students design communication products illustrating links between climate change and pollen allergies. Students develop a variety of process skills critical to scientists, including working…
Descriptors: Allergy, Problem Based Learning, Science Process Skills, Climate
Kopp, Brandon; Miltenberger, Raymond G. – Child & Family Behavior Therapy, 2008
In research evaluating sexual abuse prevention programs, knowledge measures are typically used to assess the program's success. In other areas of research on child safety skills, however, skills are typically assessed through behavioral measures such as role-plays. The purpose of this study was to assess the validity and acceptability of a set of…
Descriptors: Sexual Abuse, Child Abuse, Child Safety, Prevention
Kirriemuir, John – Educational Research, 2010
Background: Numerous surveys, articles, ephemera and online information sources indicate that "Second Life" has been the predominant virtual world, for educational purposes, in UK universities for the latter half of the 2000s. However, the infrastructure required to operate "Second Life" presents a number of technical concerns…
Descriptors: Educational Trends, Barriers, Foreign Countries, Computer Simulation
Sarsar, Nasreddine Mohamed – Online Submission, 2008
Due to the technological advance that has swept our societies, students have become more and more engaged with new burgeoning technological tools such as computers, cell phones, iPods, digital cameras, and the like. As a result, the disparity between what students do inside school and what they do at home has grown wider. Buckingham (2007) refers…
Descriptors: Internet, Interpersonal Relationship, Interaction, English (Second Language)