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Claudia Krautkremer; Louise C. Keegan; Rimke Groenewold; Elizabeth Spencer – Topics in Language Disorders, 2024
This work aims to examine the identities communicated prior to and during a role-playing game (RPG) for individuals with acquired brain injury (ABI). Appraisal, an analysis tool of Systemic Functional Linguistics (SFL), that allows one to examine the interpersonal metafunction, was applied to interview and RPG group treatment conversations. This…
Descriptors: Brain, Injuries, Games, Role Playing
Piia Näykki; Saara Pyykkönen; Jenni Latva-aho; Tuula Nousiainen; Emilia Ahlström; Tapio Toivanen – Journal of Computer Assisted Learning, 2024
Background: In recent years, the use of virtual reality (VR) environments for education has gained interest in research and education. However, little is known about the potential of social VR environments for collaborative learning. Objectives: This study explores pre-service teachers' (PSTs') collaborative learning and role-based drama activity,…
Descriptors: Computer Simulation, Cooperative Learning, Preservice Teachers, Drama
Caroline Corves; Matthias Stadler; Martin R. Fischer – European Journal of Psychology of Education, 2024
Authenticity in simulation-based learning is linked to cognitive processes implicated in learning. However, evidence on authenticity across formats is insufficient. We compared three case-based settings and investigated the effect of discontinuity in simulation on perceived authenticity. In a quasi-experiment, we compared formats of simulation in…
Descriptors: Authentic Learning, Medical Education, Role Playing, Computer Simulation
Jacqueline Corcoran; Malitta Engstrom; Kate Ledwith; Gerard Jefferies; Tamara J. Cadet – Journal of Teaching in Social Work, 2025
Competency-based education in social work (CSWE, 2022) demands active learning methods that demonstrate professional competencies and practice behaviors. Role-plays and simulations are methods that link learning in the classroom with practice. This article explores role-play and simulation variants: basic role-play, real play, student-scripted…
Descriptors: Role Playing, Simulation, Social Work, Competency Based Education
Chih-Hung Chen; Jia-Yu Syu – British Journal of Educational Technology, 2024
Virtual contexts play a crucial role in assisting students' learning. Researchers have taken advantage of the potential of immersive virtual reality (VR) for situating students in inaccessible places, and for engaging them in learning activities. Meanwhile, several previous studies have reported that, in VR-based learning contexts, students'…
Descriptors: Computer Simulation, Educational Technology, Student Attitudes, Game Based Learning
Alsem, Sophie C.; van Dijk, Anouk; Verhulp, Esmée E.; Dekkers, Tycho J.; De Castro, Bram O. – Child Development, 2023
This multicenter randomized controlled trial investigated whether interactive virtual reality enhanced effectiveness of Cognitive Behavioral Therapy (CBT) to reduce children's aggressive behavior problems. Boys with aggressive behavior problems (N = 115; M[subscript age] = 10.58, SD = 1.48; 95.7% born in Netherlands) were randomized into three…
Descriptors: Aggression, Children, Behavior Problems, Behavior Modification
Kathleen Stürmer; Tim Fütterer; Stephanie Kron; Daniel Sommerhoff; Stefan Ufer – European Journal of Psychology of Education, 2024
To support professional competence development in teacher education, learning environments should allow learners to engage with professional tasks. It is crucial for knowledge and skill transfer in such learning environments to real-life context that preservice teachers perceive the task as authentic. However, due to a lack of prior knowledge,…
Descriptors: Preservice Teachers, Individual Characteristics, Teacher Competencies, Authentic Learning
Amy L. Cook; Kristin M. Murphy; Lindsay M. Fallon; Alexis Ervin; Anastasiia Iun; Anna Whitehouse – Contemporary School Psychology, 2024
Research supports the use of engaging young students in shared reading opportunities beyond the school setting to scaffold children's social emotional and academic development. This article describes an exploratory mixed-methods case study examining the application of the Storybooks and Social Hooks (SASH) curriculum, which uses dialogic reading…
Descriptors: Reading Strategies, Computer Simulation, Social Emotional Learning, Technology Uses in Education
Zehui Zhan; Yao Tong; Xixin Lan; Baichang Zhong – Interactive Learning Environments, 2024
In recent years, Game-Based Learning (GBL) has been widely adopted in various educational settings. This paper aims to review empirical studies that adopt GBL in the field of AI education and explore its future research perspectives. After a systematic keyword search in the online database and a snowballing approach, a total of 125 empirical…
Descriptors: Game Based Learning, Robotics, Teaching Methods, Artificial Intelligence
Lin Zhong – Interactive Learning Environments, 2024
Being efficient learners is important in the modern workforce, but improved performance and cognitive load do not imply that students are efficient learners. This study investigated the effectiveness of a personalized role-playing game in students' learning efficiency (LE) and mental efficiency. Results showed that students in the personalized…
Descriptors: Role Playing, Game Based Learning, Program Effectiveness, Learning Processes
Xiaojia Wang; Rickard Enstroem – Decision Sciences Journal of Innovative Education, 2024
Information flow is one of the three main flows of supply chains. It is an abstract concept that can be challenging for students to grasp in its entirety. This article describes a role-playing game for teaching the topic of information flow in an undergraduate supply chain management course. The game allows students to simulate receiving and…
Descriptors: Role Playing, Educational Games, Undergraduate Study, Economics Education
Bailey, Jennifer; Kaiser, Forrest; Thomas, Christopher; Dillingham, Scott; Norwood, Daniel; Smith, Nikia; Brown, Arthur – NASSP Bulletin, 2022
Recent reports indicate the national principal attrition rate is at an all-time high. Scholars suggest a lack of responsive professional development as a leading factor in why principals leave the field. Further, the pandemic has exposed daily uncertainties for school leaders as they navigate new territory, bringing forth new considerations in how…
Descriptors: Leadership Training, Principals, Simulation, Professional Development
Pröbster, Monika; Soto, Marina Velert; Connolly, Cornelia; Marsden, Nicola – European Journal of Open, Distance and E-Learning, 2022
Avatar-based virtual reality (VR) is becoming more prevalent in industry and educational settings. There is, however, limited research on the extent to which gender stereotypes are present in this environment. The university laboratory study presented in this paper was conducted in a VR environment with participants who were randomly assigned to…
Descriptors: Computer Simulation, Sex Stereotypes, Sex Role, Administrators
Naoko Taguchi – Language Learning & Technology, 2023
This exploratory study adopted immersive virtual reality (VR) technology to develop a task assessing college students' intercultural competence, specifically their ability to mediate an intercultural conflict. Participants were 22 students enrolled in the intercultural communication class in a U.S. university. They first completed a pre-conflict…
Descriptors: Computer Simulation, Evaluation, Intercultural Communication, Mediation Theory
Elizabeth Klein – Language and Literacy Spectrum, 2024
Play is essential to the healthy growth and development of children. As children play, they explore new roles, try out new ideas, and bond with each other. Play increases language, cognitive, and social skills. How can the power of play be harnessed and shaped for educational purposes? How can teachers infuse play into the classroom to improve…
Descriptors: Reading Instruction, Play, Teaching Methods, Reading Motivation