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Lo, Jane C. – Theory and Research in Social Education, 2017
While simulations and role-play have been staples in the civic classroom, little is known about how they work as best practices. This study explores the ways simulations and role-play may influence students' civic identities. Drawing from sociocultural theories, the article seeks to understand how students' practice-linked identities may be shaped…
Descriptors: Adolescents, Simulation, Teaching Methods, Citizenship Education
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Zhang, Li; Beach, Richard; Sheng, Yue – Asia-Pacific Journal of Teacher Education, 2016
As computers and the Internet are increasingly employed in language teaching and learning, preparing teachers for the impending reality of online teaching is of paramount importance. This study investigated 10 in-service teachers participating in an online role-play as part of a digital education methods course to acquire an understanding of the…
Descriptors: Role Playing, Case Studies, Persuasive Discourse, Mixed Methods Research
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Yew, Tee Meng; Dawood, Fauziah K. P.; a/p S. Narayansany, Kannaki; a/p Palaniappa Manickam, M. Kamala; Jen, Leong Siok; Hoay, Kuan Chin – Malaysian Online Journal of Educational Sciences, 2016
When students and teachers behave in ways that reinforce learning as a spectator sport, the result can often be a classroom and overall learning environment that is mostly limited to transmission of information and rote learning rather than deep approaches towards meaningful construction and application of knowledge. A group of college instructors…
Descriptors: College Faculty, Communities of Practice, Action Research, Active Learning
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Worawong, Kanoknate; Charttrakul, Kanjana; Damnet, Anamai – Advances in Language and Literary Studies, 2017
The current situation of international communication in globalization context requires intercultural competence (IC) to achieve successful communication (Crystal, 2003). Concerning this intercultural competence, non-verbal communication (NVC) plays a key role to indicate the success of having intercultural competence. On the other hand, Thai…
Descriptors: Foreign Countries, Communication (Thought Transfer), Intercultural Communication, Nonverbal Communication
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Oliver, Simon – International Journal of Environmental and Science Education, 2016
Learners were separated into groups representing the interests of parties that typically negotiate environmental affairs in real world scenarios (conservationists, scientists, politicians, NGOs, stakeholders), and tasked with preparing role-play simulations using a variety of flipped learning techniques. Learners' carbon footprints were monitored…
Descriptors: Role Playing, Environment, Simulation, Case Studies
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Wong, Lung-Hsiang; Hsu, Ching-Kun – Technology, Pedagogy and Education, 2016
This paper reports a novel, mobile-assisted, game-based learning design for Chinese character learning. In playing the "Chinese-PP" game in a 1:1 (one-device-per-student) setting, each of the 31 target students in Primary 3 (9 years old) is assigned a Chinese character component. A student may make use of his/her own and peers' character…
Descriptors: Foreign Countries, Primary Education, Elementary School Students, Grade 3
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Keskitalo, Tuulikki; Pyykko, Elli; Ruokamo, Heli – Educational Technology & Society, 2011
This study reports a case study in which a pedagogical model, namely the Global Virtual Education (GloVEd) model, which is based on the teaching-studying-learning process (TSL process) and the characteristics of meaningful learning, is developed and used to evaluate students' meaningful learning experiences during the Global Virtual Collaboration…
Descriptors: Foreign Countries, Learning Strategies, Models, Course Evaluation
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Lisk, Timothy C.; Kaplancali, Ugur T.; Riggio, Ronald E. – Simulation & Gaming, 2012
With their increased popularity, games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of the alternative strategies that result from fast-paced decision making. Such dynamics also…
Descriptors: Global Approach, Transformational Leadership, Computer Games, Leadership Training
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Sinclair, Anne – International Journal of Teaching and Learning in Higher Education, 2009
The purpose of this case study was to explore the experiences of participants (practicing teachers) involved in an online course entitled: "Reflective Practice for Teachers." Using a provocative pedagogy in the course, the teachers were challenged to confront beliefs and assumptions about teaching and learning and become active participants in the…
Descriptors: Electronic Learning, Focus Groups, Online Courses, Cognitive Processes
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Dracup, Mary – Australasian Journal of Educational Technology, 2008
Role play is an increasingly popular technique in tertiary education, being student centred, constructivist and suitable for a range of subject areas. The choice of formats is wide open, with options ranging from the traditional face to face performance through to multi-user online computer games. Some teachers prefer to take advantage of features…
Descriptors: Constructivism (Learning), Games, Role Playing, Computers
Caner, Mustafa; Subasi, Gonca; Kara, Selma – Online Submission, 2010
The purpose of the study was to examine whether teacher beliefs would play a role in their actual practices while teaching target language in early phases of primary education, principally, in kindergarten and first grades in a state school. As it is a very broad research area, the researchers exclusively analyzed teaching practices and teaching…
Descriptors: Teaching Methods, Questionnaires, Second Language Instruction, Video Technology