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Núñez-Pacheco, Rosa; Espinoza-Montoya, Claudia; Yucra-Quispe, Liz-Marjorie; Turpo-Gebera, Osbaldo; Aguaded, Ignacio – Journal of Technology and Science Education, 2023
Video games have become an important element of contemporary life. The need to use them in the field of education has given rise to the appearance of serious video games, which have been specially designed to achieve objectives at different educational levels and generate spaces for educational innovation. The purpose of this work is to…
Descriptors: Video Games, Game Based Learning, Engineering Education, Student Attitudes
Heiser, Robert S.; McArthur, David – Journal of Instructional Pedagogies, 2020
Confidence and enthusiasm are considered critical to sales performance, as well as job performance and satisfaction. However, the literature has little discussion of how confidence and enthusiasm impact the overall sales process. We examine the National Collegiate Sales Contest (NCSC) scoring system within marketing classes and note that there are…
Descriptors: Salesmanship, Self Esteem, Marketing, Business Administration Education
Xiao-Ming Wang; Wen-Qing Zhou; Gwo-Jen Hwang; Shi-Man Wang; Tong Huang – Educational Technology & Society, 2024
Knowing the factors affecting students' learning achievement in digital learning is a crucial educational issue nowadays. However, recent research has paid less attention to how an individual's internal factors (prior knowledge) influence their learning achievement through cognitive engagement, and previous studies generally employed students'…
Descriptors: Electronic Learning, Prior Learning, Cognitive Processes, Learner Engagement
Lu, Zhuotao; Chiu, Ming M.; Cui, Yunhuo; Mao, Weijie; Lei, Hao – Journal of Educational Computing Research, 2023
This meta-analysis determined game-based learning's (GBL) overall effect on students' computational thinking (CT) and tested for moderators, using 28 effect sizes from 24 studies of 2,134 participants. The random effects model results showed that GBL had a significant positive overall effect on students' CT (g = 0.677, 95% confidence interval…
Descriptors: Game Based Learning, Computation, Thinking Skills, Meta Analysis
Saavedra Torres, José; Rawal, Monika – Marketing Education Review, 2021
We introduce the surreal play experience (SPE) as an effective pedagogical method of experiential learning for teaching professional sales. Using a customer's needs assessment as a skill to develop, we describe the method, procedure, and materials needed to implement a surreal play session. We designed three experimental conditions to analyze…
Descriptors: Teaching Methods, Salesmanship, Marketing, Role Playing
Chapman, Joseph D.; Schetzsle, Stacey; Zeiss, Jessica G – Marketing Education Review, 2021
With an increased demand for educators to improve student engagement and knowledge retentions, this paper proposes an experiential learning project for students to receive and conduct one-on-one performance coaching. The sales coaching experiential project helps professional selling students improve their sales presentations and increase their…
Descriptors: Sales Occupations, Coaching (Performance), Experiential Learning, Public Speaking
Marchetti, Emanuela – E-Learning and Digital Media, 2021
Playful learning has become a common practice in Denmark, across primary and secondary education, however, the phrase playful learning might sound like a paradox, because learning and play suggest opposite values. In playful learning, play is approached as a learning resource, able to foster understanding and critical thinking. In the Occupational…
Descriptors: Play, Teaching Methods, Occupational Therapy, Foreign Countries
Kensicki, Anna Evelyn; Harlow, John; Akhilandeswari, Janani; Peacock, Sean; Cohen, Jedd; Weissman, Ross; Gordon, Eric – Journal of Political Science Education, 2022
The study of educational simulations at the secondary level has typically centered on programs that are competitive, shorter in duration, and characterized by their low fidelity, or a lack of realism. The resources required to hold longer, more immersive, and nuanced programs are often prohibitive for teachers of political science programs. As…
Descriptors: Simulation, Teaching Methods, Skill Development, 21st Century Skills
Eko Suwignyo; Dwi Rukmini; Rudi Hartono; Hendi Pratama – Journal of Education and Learning (EduLearn), 2024
The present study analyses the impoliteness of criticism over social status and distance, incorporating the concept of "levels of imposition." Criticism as a fundamental speech act is commonly used by people in the modern era, either in the digital world or the real world. It usually contains impoliteness if it embodies negative…
Descriptors: Interlanguage, Speech Acts, English (Second Language), Second Language Instruction
Hensel, Margaret; Bryan, Jovan; McCarthy, Carolyn; McNeal, Karen S.; Norfles, Nicole; Rath, Kenneth; Rooney-Varga, Juliette N. – Journal of Geoscience Education, 2023
Despite clear scientific evidence to support an urgent need to cut greenhouse gas emissions, societal action remains inadequate to meet international climate goals. New approaches in climate change communication are needed to motivate climate action. "World Climate" is an interactive, engaging, and socially rich role-play simulation that…
Descriptors: Participation, Teaching Methods, Climate, Change
Moscoso, Mildred O.; de Jesus, Ana Katrina P.; Abagat, Renz Frances D.; Centeno, Edmund G.; Custodio, Rhodora Ramonette D. V.; Embate, John Mervin L.; Pine, Elijah Jesse Mendoza; Belano, Zoilo D., Jr.; Crudo, Eugene Raymond P.; Lopega, Diosdado B.; Mangubat, Lexter J. – Asian Association of Open Universities Journal, 2020
Purpose: Katipuneros RPG--Bisperas ng Himagsikan (Katipuneros RPG: The Eve of the Revolution) is an immersive and gamified theater that engages its "audiences" in the initiation rites of a secret revolutionary movement in the Philippines in 1896. This descriptive qualitative research evaluates such experiential approach to learning…
Descriptors: Asian History, Foreign Countries, Game Based Learning, Experiential Learning
Richards, Judith; Guerrero, Veronica; Fischbach, Sarah – Journal of Education for Business, 2020
Negotiation and conflict management skills have been identified as critical skills for students as part of their business education. In this paper, we have combined research on negotiation self-efficacy and pedagogical tools previously developed to support educational experiences for students in the classroom. Utilizing negotiation cases, we are…
Descriptors: Negotiation Agreements, Self Efficacy, Conflict Resolution, Business Administration Education
Lohmann, Robert – Journal of Political Science Education, 2020
This contribution presents and discusses the methodology and results of a panel study analyzing the effects of a simulation on students' learning outcomes. The focus is on how sustainable knowledge acquisition can be enhanced through participation in simulation as well as on presenting and discussing one way this learning can be analyzed. The…
Descriptors: Foreign Countries, College Students, Simulation, Teaching Methods
Inouye, Todd M.; Kling, James A. – Decision Sciences Journal of Innovative Education, 2020
This paper introduces a novel supply chain role-play activity designed to improve ethical awareness and pricing negotiation decisions in business capstone courses. Participants negotiate prices between five levels of an international coffee supply chain: Farmers, Processors, Importers, Roasters, and Retailers/Cafés. Using results from 141…
Descriptors: Negotiation Agreements, Supply and Demand, Role Playing, Class Activities
Veronika Timpe-Laughlin; Tetyana Sydorenko; Judit Dombi – Computer Assisted Language Learning, 2024
To examine the utility of spoken dialog systems (SDSs) for learning and low-stakes assessment, we administered the same role-play task in two different modalities to a group of 47 tertiary-level learners of English. Each participant completed the task in an SDS setting with a fully automated agent and engaged in the same task with a human…
Descriptors: Second Language Learning, In Person Learning, Standard Spoken Usage, Role Playing