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Rivera-Trigueros, Irene; Sánchez-Pérez, María del Mar – Teaching English with Technology, 2020
This study aims to analyse motivation in the English as a Foreign Language (EFL) secondary classroom through gamification. To this end, a gamification proposal based on "Game of Thrones" TV series was designed. "Classcraft," an online role-playing platform, was used to create a gaming scenario in the classroom. The proposal was…
Descriptors: Educational Games, Role Playing, Student Motivation, English (Second Language)
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Ortmann, Lisa L.; Brodeur, Katherine; Massey, Susan L. – Reading Horizons, 2020
Literacy coaches need support developing their professional capacities for coaching (Kern et al., 2018). This study explored the ways novice literacy coaches developed literacy coaching discourses during coursework in two reading specialist master's degree programs. Through qualitative and discourse analysis of transcribed coaching videos and…
Descriptors: Literacy, Coaching (Performance), Profiles, Role Playing
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Wang, Yi-Hsuan – Educational Technology Research and Development, 2020
This study aims to extend the learning advantages of game-based learning from formal education to informal learning, and to develop a role-playing game (RPG) to help students familiarize themselves with a new school. Several game elements and principles were considered during the design stage, and the tasks were embedded into a macro-context to…
Descriptors: Instructional Design, Educational Games, Game Based Learning, Role Playing
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Preuß, Anna Katharina – International Journal of Game-Based Learning, 2020
The cognitive-motivational process model of learning describes how personality traits in a specific situation influence current learner motivation and through certain mediators, the learning outcome. This study investigates the influence of personality traits and current motivation on these mediators. For 86 high school students playing a…
Descriptors: Personality Traits, Motivation, Computer Simulation, Computer Games
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Mørch, Anders I. – International Journal of Information and Learning Technology, 2020
Purpose: The present study proposes action-breakdown-repair (ABR) as a pedagogical model and 3D virtual worlds as technology, to bridge the gap between curricular goals and students out of school technology experiences, referred to as the educational gap. Design/methodology/approach: A qualitative study combining design-based research (DBR) and a…
Descriptors: Models, Computer Simulation, Technology Uses in Education, Computer Games
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de Leur, Tessa; van Boxtel, Carla; Huijgen, Tim – History Education Research Journal, 2021
Imagining what it was like to live in the past may help secondary school students to understand historical developments and situations. In this case study, the opportunities of a drama task are explored by using a mixed-method approach. In small groups, Dutch 14-15-year-old students examined historical sources and produced a short film clip on…
Descriptors: Foreign Countries, Secondary School Students, Group Discussion, Films
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Lee, I-Jui – Interactive Learning Environments, 2021
Children with autism spectrum disorder (ASD) often find it difficult to communicate using body language and facial expressions to respond appropriately socially. This negatively affects the quality of their everyday social life. Children with ASD can learn to socially interact with virtual three-dimensional (3D) characters in animated games…
Descriptors: Autism, Pervasive Developmental Disorders, Interpersonal Communication, Interpersonal Competence
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Al-Gahtani, Saad – Foreign Language Annals, 2022
This study explored the development of L2 learners' interactional competence in Arabic when making requests. Combining a longitudinal and cross-sectional design, it closely examined how learners' language proficiency affected their use of multiple requests in daily-life interactions. Participants included L2 learners (n = 40) and Saudi Arabic…
Descriptors: Semitic Languages, Communicative Competence (Languages), Second Language Learning, Second Language Instruction
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Bandyopadhyay, Subir; Szostek, Jana – Journal of Education for Business, 2019
Critical thinking is a skill that potential employers expect all graduates to possess. Hence, most business management programs consider critical thinking as an important student learning goal. Unfortunately, there is ambiguity about how to best assess critical thinking, both as a skill and a learning outcome. The authors empirically demonstrate…
Descriptors: Critical Thinking, Business Administration Education, College Students, Student Evaluation
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Fisher, Wayne W.; Luczynski, Kevin C.; Blowers, Andrew P.; Vosters, Megan E.; Pisman, Maegan D.; Craig, Andy R.; Hood, Stephanie A.; Machado, Mychal A.; Lesser, Aaron D.; Piazza, Cathleen C. – Journal of Applied Behavior Analysis, 2020
Parents play an important role in the treatment of their children's symptoms of autism spectrum disorder (ASD); thus, developing effective, efficient, socially acceptable, and accessible procedures for training parents to implement applied-behavior-analysis (ABA) interventions is critically important. One potential approach involves delivering…
Descriptors: Autism, Pervasive Developmental Disorders, Parent Role, Parent Education
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Barlow, William D. – Education 3-13, 2020
This case study explores pupils' and teachers' views on using Drama Conventions during primary-secondary transition. The intervention took place during the final month of the Scottish academic year (June), in 3 associated state primary 7 classes (the last year of primary school in Scotland) with 78 pupils and 3 teachers. Forty-nine pupils…
Descriptors: Foreign Countries, Student Adjustment, Elementary School Students, Student Attitudes
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Sexton, Robin; Garner, Benjamin – Marketing Education Review, 2020
This study explores students' self-reported perceptions of multiple pedagogical methods for teaching business ethics. Five different pedagogical activities were implemented, and 79 students were surveyed at the end of the course and were asked which activities were perceived as helpful for learning and for stimulating thinking about ethics. The…
Descriptors: Student Attitudes, Instructional Effectiveness, Ethics, Measurement Techniques
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Higley, Corrine; Elliott, Kevin C.; Cheruvelil, Jubin – Teaching in Higher Education, 2020
Course readings play a crucial role in many college courses, but students often struggle to comprehend this material. Building on evidence that students benefit from playing the role of an editor when reading each other's writing, this exploratory study investigated whether they benefit from taking the same editorial stance to assigned readings.…
Descriptors: Reading Comprehension, Reading Improvement, Editing, Critical Reading
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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
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Gesuato, Sara – TESL-EJ, 2021
This paper addressed the under-investigated question whether speech act moves can be identified and classified in conversation by examining the content, positioning, and strategic role of utterances in turns and turn sequences. To this end, offering exchanges were analysed in the transcripts of 31 open role-plays. These were elicited from American…
Descriptors: Speech Acts, Role Playing, Teaching Methods, Native Speakers
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