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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
Gee, James Paul – Palgrave Macmillan, 2007
The author begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition, new games like…
Descriptors: Role Models, Video Games, Cognitive Development, Educational Technology
Grossman, Pam; Compton, Christa; Shahan, Emily; Ronfeldt, Matthew; Igra, Danielle; Shaing, Julia – Teachers and Teaching: Theory and Practice, 2007
Teaching depends upon relationships. Yet teaching is only one of a number of professions in which practice depends heavily upon the quality of human relationship between practitioners and their clients. To explore how other professions prepare professionals for the work of building and maintaining relationships, we embarked on a study that…
Descriptors: Teacher Education Programs, Psychologists, Counselor Training, Clergy
O'Connor, Debra L.; Menaker, Ellen S. – Performance Improvement Quarterly, 2008
Instructional games are created when training is deliberately added to a gaming environment or when gaming aspects are deliberately incorporated into training. One type of game that is currently attracting the attention of the education and training field is the massively multiplayer online game (MMOG). Because evidence about learning outcomes…
Descriptors: Learning Theories, Educational Games, Team Training, Educational Technology
Kelso, Pamela D.; Miltenberger, Raymond G.; Waters, Marit A.; Egemo-Helm, Kristin; Bagne, Angela G. – Education and Treatment of Children, 2007
A posttest only control group design was used to investigate the effects of two programs to teach firearm injury prevention skills to second and third grade children. Children were taught the safety skills "Stop. Don't touch. Leave the area. Tell an adult." should they ever find a firearm. The effectiveness of the National Rifle Association's…
Descriptors: Control Groups, Weapons, Play, Injuries
Moon, Kyunghee; Reifel, Stuart – Contemporary Issues in Early Childhood, 2008
This study explores a teacher's understandings of the role of play and her use of play in literacy learning serving children from diverse language backgrounds. The participants in this study were a public pre-kindergarten teacher and her class. Data were collected from interviews, informal conversations, observations, and self-reflexive notes. The…
Descriptors: Play, Creative Activities, Kindergarten, Preschool Teachers
Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills
Ketelhut, Diane Jass; Nelson, Brian C. – Educational Research, 2010
Background: Most policy doctrines promote the use of scientific inquiry in the K-12 classroom, but good inquiry is hard to implement, particularly for schools with fiscal and safety constraints and for teachers struggling with understanding how to do so. Purpose: In this paper, we present the design of a multi-user virtual environment (MUVE)…
Descriptors: Suburban Schools, Student Attitudes, Virtual Classrooms, Science Curriculum
Maddrell, Avril – Journal of Geography in Higher Education, 2007
Focusing on the debate around women's membership of the Royal Geographical Society (UK) 1892-1893, a role play was written using archive and secondary sources and is reproduced here as a resource. In the first instance the role play makes women visible in the late nineteenth-century geographical discourse. It also shows how institutional…
Descriptors: Role Playing, Females, Teaching Methods, Context Effect
Lebaron, John; Miller, Diane – Teachers College Record, 2005
Many online courses fail to promote the active construction of student knowledge or camaraderie among student peers. Accordingly, online course designers and instructors are challenged to promote purposeful peer student dialogue and establish a sense of belonging where all learners perceive themselves as stakeholders in the course community.…
Descriptors: Learning Experience, Education Courses, Role Playing, Play
Star, Toni Zandder – Techniques, 1986
Sixteen socially isolated fifth graders with low peer acceptance who participated in a rehearsal/modeling social skills training group scored significantly higher on the Role Play Test than Ss in a control group (coaching/discussion). The benefits of peer modeling and behavioral rehearsal were suggested. (Author/CL)
Descriptors: Elementary Education, Interpersonal Competence, Modeling (Psychology), Peer Relationship

Walker-Hirsch, Leslie; Champagne, Marklyn P. – Educational Leadership, 1991
Some special education students misuse their sexuality to achieve popularity, flaunt sex-related language to gain attention, or demonstrate social naivete. To help these students categorize their real-life relationships, two consultants devised the circles concept. Six color-coded concentric circles reproduced on a life-sized floor mat clearly…
Descriptors: Interpersonal Competence, Role Playing, Secondary Education, Sex Education

Monks, Kathy; Barker, Patricia; Ni Mhanachain, Aoife – Journal of Management Development, 2001
Drama workshops focused on empowerment were used in a master's program, a management certification program, and management development for women academics. Evaluations indicated that strong feelings and reactions were raised and sufficient time must be allocated for debriefing. Precourse preparation is essential. (Contains 28 references.) (SK)
Descriptors: Dramatics, Empowerment, Management Development, Masters Degrees
Brustoloni, Jose Carlos – Journal on Educational Resources in Computing, 2006
We describe a sequence of five experiments on network security that cast students successively in the roles of computer user, programmer, and system administrator. Unlike experiments described in several previous papers, these experiments avoid placing students in the role of attacker. Each experiment starts with an in-class demonstration of an…
Descriptors: Confidentiality, Integrity, Internet, Laboratory Experiments
Shaffer, David W. – Computers and Education, 2006
This paper, develops the concept of "epistemic frames" as a mechanism through which students can use experiences in video games, computer games, and other interactive learning environments to help them deal more effectively with situations outside of the original context of learning. Building on ideas of "islands of expertise" [Crowley, K., &…
Descriptors: Epistemology, Educational Games, Educational Environment, Role Playing