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Heinze, Robert Lawrence – ProQuest LLC, 2023
Purpose: The purpose of this quality improvement (QI) project was to develop an activity to address paroxysmal sympathetic hyperactivity (PSH), a sequela of traumatic and acquired brain injury (TBI/ABI), and evaluate pre-/post-activity knowledge and comfort levels. Participants were also asked to approximate intent to change future practice and…
Descriptors: Nursing Education, Nurses, Teaching Methods, Patients
Greeley-Bennett, Catherine – ProQuest LLC, 2016
The purpose of this study was to examine the effect of a literacy-based intervention on the conventional pretend play skills of preschool children who are visually impaired. The intervention involved experience books, real objects, story-reading, and role-play, which are common strategies used to teach children with visual impairments. A…
Descriptors: Literacy, Intervention, Imagination, Play
Ackerman, Lyn Kajiwara – ProQuest LLC, 2017
Video games are a growing multi-billion dollar industry. Pew Internet & American Life Project (2008) reported that 97 percent of teens ages 12 to 17 years play computer, web, portable, or console games. Of the various genres that were reported, 36 percent of teens played role playing games and 21 percent played massively multiplayer online…
Descriptors: Video Games, Computer Games, Adolescents, Mixed Methods Research
Alley, Kathleen M. – ProQuest LLC, 2013
This descriptive case study examined adolescents' and emerging adults' literate and social practices within the context of a role-play-game (RPG) forum, investigating the ways participants read and collaboratively composed within this space. As a researcher, I was interested in how this space functioned and how the interactions between…
Descriptors: Role Playing, Adolescents, Young Adults, Writing (Composition)
Hatcher, Rovina L. – ProQuest LLC, 2013
The purpose of this dissertation study was to explore the professional preparation of students in online classes at a Christian theological seminary. Concerns of theological education involve the capacity or incapacity of community development and somatic or embodied learning in online education. Using a theoretical framework drawn from…
Descriptors: Professional Identity, Christianity, Theological Education, Communities of Practice
Rose, Marda C. – ProQuest LLC, 2013
This study examines proposals made during planning talk--a speech act that has received little attention in previous literature--to determine the applicability of the stages of second language (L2) pragmatic development posited by Kasper and Rose (2002). Although Kasper and Rose suggest that formulas play a prominent role in L2 pragmatic…
Descriptors: Pragmatics, Spanish, Second Language Learning, Immersion Programs
Kramer, Steven H. – ProQuest LLC, 2010
Despite the speed at which Second Life has been adopted by universities and schools to teach courses, little educational research and theory addresses this multiplayer online "world." This case study explored undergraduate university instructors' teaching methods and tools within a virtual environment. It also considered whether instructors are…
Descriptors: Virtual Classrooms, Teaching Methods, Play, Educational Research
Franetovic, Marija – ProQuest LLC, 2012
Current educational initiatives encourage the use of authentic learning environments to realistically prepare students for jobs in a constantly changing world. Many students of the Millennial generation may be social media savvy. However, what can be said about learning conditions and student readiness for active, reflective and collaborative…
Descriptors: Educational Environment, Virtual Classrooms, Cooperative Learning, Learner Engagement