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Moon, Jewoong; Ke, Fengfeng – Interactive Learning Environments, 2021
This mixed-method study explored the treatment integrity of virtual reality (VR)-based social skill training for children with high-functioning autism (HFA). In this study, we designed a VR-based social skills training environment using Opensimulator. Data were collected through screen recordings and behavioral observations of HFA children's…
Descriptors: Autism, Pervasive Developmental Disorders, Computer Simulation, Program Effectiveness
Abbott, Nicola; Cameron, Lindsey; Thompson, Jayne – School Psychology International, 2020
Researchers and anti-bullying organisations have increasingly turned their attention to the role of bystanders in tackling bullying and peer victimisation (e.g. name-calling). The objective of this study was to develop and assess the impact of a role-play programme designed to strengthen adolescent's defending behaviour to name-calling. This was…
Descriptors: Role Playing, Intervention, Program Effectiveness, Bullying
Jiang, Shiyan; Shen, Ji; Smith, Blaine E.; Kibler, Kristin Watson – Educational Technology Research and Development, 2020
Science identity has been widely discussed in recent years; however, research on its development in multimodal composing environments, especially in formal classroom settings, has yet to be fully investigated. This qualitative study unraveled the science identity development of sixth-grade students as they created multimodal science fiction…
Descriptors: Elementary School Students, Elementary School Science, Identification (Psychology), Science Fiction
Ke, Fengfeng; Moon, Jewoong – British Journal of Educational Technology, 2018
Using OpenSimulator, we constructed a 3D virtual playground that affords competition-themed social gaming, role-play gaming and design-themed architectural gaming among high-functioning autistic (HFA) children. A mixed-method, multi-case study was conducted to examine the association between the game task and setting features, learners'…
Descriptors: Correlation, Computer Simulation, Role Playing, Interpersonal Relationship
Lu, Yu-Ling; Lien, Chi-Jui – Journal of Educational Computing Research, 2020
As game-based learning continues to draw attention, students' perceptions toward classroom activities are vital in influencing the quality of learning. This study used the social cognitive theory to show the perception traits of learning and playing in game-based environments and for students to identify their self-efficacy toward game-based…
Descriptors: Game Based Learning, Self Efficacy, Student Attitudes, Personality Traits
Rubino, Irene; Barberis, Claudia; Malnati, Giovanni – Interactive Learning Environments, 2018
Digital technologies allow teachers and students to experience new pedagogical approaches leveraging on interactivity and collaboration. Among the available techniques, digital storytelling (DST) has been usually regarded as an activity that can both enrich the teaching practices and foster students' active behaviour. This paper aims at analysing…
Descriptors: Educational Technology, Technology Uses in Education, Collaborative Writing, Story Telling
Holtz, Peter; Appel, Markus – Journal of Adolescence, 2011
In early adolescence, the time spent using the Internet and video games is higher than in any other present-day age group. Due to age-inappropriate web and gaming content, the impact of new media use on teenagers is a matter of public and scientific concern. Based on current theories on inappropriate media use, a study was conducted that comprised…
Descriptors: Behavior Problems, Video Games, Early Adolescents, Internet
Magnussen, Rikke – International Journal of Virtual and Personal Learning Environments, 2011
This paper examines the methodological challenges and perspectives of designing game-like scenarios for the implementation of innovation processes in school science education. This paper presents a design-based research study of a game-like innovation scenario designed for technology education for Danish public school students aged 13-15. Students…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Design
Mullineaux, Paula Y.; Dilalla, Lisabeth F. – Journal of Creative Behavior, 2009
Individual differences in creativity across the lifespan have been identified, but little research has focused on the development of creativity during early adolescence. This project examined individual differences on two measures of creativity in early adolescence as well as the predictability of adolescent creativity from pretend play behaviors…
Descriptors: Creativity, Play, Early Adolescents, Child Development
Nichols, Tracy R.; Graber, Julia A.; Brooks-Gunn, Jeanne; Botvin, Gilbert J. – American Journal of Health Behavior, 2006
Objectives: To examine associations among adolescents' generated verbal strategies (ie, Simple No, Declarative Statements, Excuse, Alternatives) and underlying nonverbal assertiveness in 2 refusal situations: smoking and shoplifting. Methods: Sixth-grade urban minority students (N = 454) participated in videotaped role-play assessments of peer…
Descriptors: Smoking, Prevention, Assertiveness, Adolescents

Zigo, Diane – Journal of Research in Childhood Education, 1998
Describes an ethnographic study that traced the narrative thinking strategies successfully used by adolescents in two self-contained special education classrooms as they made sense of their textbooks and composed original stories based on subject matter studied. Notes role-playing and composing original texts inspired by structured play also…
Descriptors: Early Adolescents, Intermediate Grades, Learning Disabilities, Learning Strategies