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Hao, Yijun – Early Child Development and Care, 2017
In a time when story-acting practices have gained increasing focus, little is known about the relations between family story acting and a child's interactions with the ideal models represented in stories. Drawing upon a cultural-historical perspective of play and development, this study is aimed at discovering how a child is able to interact with…
Descriptors: Play, Imagination, Acting, Child Development
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Sanchez, Eric; Young, Shawn; Jouneau-Sion, Caroline – Education and Information Technologies, 2017
In this article, we discuss the concept of gamification, based on a literature review and preliminary feedback from teachers using "Classcraft," a role-playing game supported by a digital platform and a mobile application that were developed to answer high school teachers' classroom management needs. Our results come from two experiments…
Descriptors: Classroom Techniques, Computer Oriented Programs, Role Playing, Secondary School Teachers
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Wolfe, H. Ellie – Journal of Music Teacher Education, 2020
Preservice music teachers may devalue play as a teaching approach unless music teacher educators reintroduce them to play through role-playing, cooperative games, and other playful activities. I designed a 4-week unit on play as part of an elementary general music methods course. Student participants engaged in, reflected on, and planned play…
Descriptors: Case Studies, Preservice Teachers, Music Teachers, Music Education
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Brownell, Cassie J. – Education Sciences, 2020
Drawing on data generated following the 2016 United States presidential election, in this article the author considers how a classroom makerspace made Black girls' literacies visible in new ways. During a six-week integrated humanities unit in a third-grade public school classroom in the Midwestern U.S., four Black girls used making to create a…
Descriptors: African American Students, Females, Literacy, Grade 3
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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
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Alhirtani, Nahla A. K. – International Education Studies, 2020
The study aimed to identify the use of modern teaching methods at the higher education phase for Arabic language professors- a case of a Premier University. The researcher used the analytical descriptive method, based on the survey method and she has prepared a tool that includes 42 responses. The sample was 27 lecturers and the recovery rate was…
Descriptors: Teaching Methods, Native Language Instruction, Semitic Languages, Higher Education
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Young, Laura D.; Carranza Ko, Ñusta; Perrin, Michael – Journal of Political Science Education, 2018
Despite the known benefits of long-term, game-based simulations they remain underutilized in Political Science classrooms. Simulations used are typically designed to reinforce a concept and are short-lived, lasting one or two class sessions; rarely are entire courses designed around a single simulation. Creating real-world conditions in which…
Descriptors: International Relations, Political Science, Simulation, Role Playing
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Bassette, Laura A.; Taber-Doughty, Teresa; Gama, Roberto I.; Alberto, Paul; Yakubova, Gulnoza; Cihak, David – Focus on Autism and Other Developmental Disabilities, 2018
The purpose of this study was to examine the impact of a video modeling (VM) intervention in conjunction with a system of least prompts (SLP) to teach safety skills using cell phones to students with a moderate intellectual disability. A multiple-probe design across three participants was used to assess student acquisition in taking and sending a…
Descriptors: Telecommunications, Safety, Intellectual Disability, Intervention
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Latif, Rabia; Mumtaz, Sadaf; Mumtaz, Rafia; Hussain, Aamir – Biochemistry and Molecular Biology Education, 2018
Debate and role play for learning critical thinking and communication skills are being increasingly used in various undergraduate medical schools worldwide. We aim to compare students' views about effectiveness of two teaching strategies; debate and role play to exercise critical thinking and communication skills during problem-based learning…
Descriptors: Student Attitudes, Undergraduate Students, Females, Medical Students
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Lee, Lan-Ting; Cheng, Shu Hui; Lin, Chii-Jeng; Chi, Mei Hung; Lee, I Hui; Yang, Yen Kuang – Health Education Journal, 2018
Objective: Communication skills are important, but the evaluation of these skills in the medical curriculum remains inconsistent. The aim of this study was to explore the relationship between the communication skills scores of junior medical students following curricula with different module evaluations and the clinical interview performance of…
Descriptors: Medical Students, Communication Skills, Psychiatry, Interviews
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Lowell, Victoria L.; Alshammari, Ali – Educational Technology Research and Development, 2019
Role-playing simulations can provide students with experiential learning opportunities to develop strong interviewing and diagnosis skills, and practice skills they are learning in their classes. In this study, students completed role-playing activities in an online 3D virtual counselor training facility, and interviewed "patient"…
Descriptors: Educational Technology, Technology Uses in Education, Role Playing, Computer Simulation
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Suki, Norazah Mohd; Suki, Norbayah Mohd – Technology, Knowledge and Learning, 2019
This study examines the structural relationships at work when embedding role-play games in a class for Japanese language proficiency. It does so by applying the Technology Acceptance Model, and the Unified Theory of Acceptance and Usage of Technology as its guiding principles. The setting was a Malaysian public university and the subjects, 200…
Descriptors: Role Playing, Educational Games, Video Games, Teaching Methods
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Hao, Kuang-Chung; Lee, Lai-Chung – Interactive Learning Environments, 2021
This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence-satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147…
Descriptors: Computer Simulation, Educational Games, Grade 5, Game Based Learning
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Schmidgall, Jonathan; Powers, Donald E. – Language Testing, 2021
In this study we examined the extent to which "TOEIC"® Speaking test scores relate to evaluations by professionals in the international workplace, the target language use domain of TOEIC tests. Linguistic laypersons in 10 countries were invited to participate in an online research survey. The survey incorporated a stratified sample of…
Descriptors: Language Tests, English (Second Language), Second Language Learning, Scores
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Hussain, Syed Sarwar – Arab World English Journal, 2022
Content and Language Integrated Learning signifies studying a core subject (Mathematics, Physics, Chemistry, Engineering and so on) while simultaneously studying a language. It means integrating the two, with each serving the purpose of the other. Content and Language Integrated Learning (CLIL) is increasingly being used worldwide as it centers…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Content and Language Integrated Learning
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