Publication Date
In 2025 | 0 |
Since 2024 | 12 |
Since 2021 (last 5 years) | 44 |
Since 2016 (last 10 years) | 115 |
Since 2006 (last 20 years) | 224 |
Descriptor
Educational Games | 457 |
Role Playing | 457 |
Teaching Methods | 193 |
Simulation | 176 |
Foreign Countries | 110 |
Class Activities | 75 |
Higher Education | 61 |
Secondary Education | 58 |
Learning Activities | 56 |
Educational Technology | 55 |
Computer Simulation | 51 |
More ▼ |
Source
Author
Zhong, Lin | 3 |
Ahamer, Gilbert | 2 |
Bialosiewicz, Frank | 2 |
Brom, Cyril | 2 |
Burns, Julie | 2 |
Chapman, Katherine | 2 |
Fernandez-Manjon, Baltasar | 2 |
Gallagher, Arlene F. | 2 |
Goggins, Sean | 2 |
Harper, Sandra N. | 2 |
Hostrop, Richard W. | 2 |
More ▼ |
Publication Type
Education Level
Location
Taiwan | 13 |
China | 8 |
United Kingdom | 8 |
Canada | 7 |
Spain | 7 |
Italy | 6 |
Australia | 5 |
California | 4 |
Denmark | 4 |
France | 4 |
Germany | 4 |
More ▼ |
Laws, Policies, & Programs
United States Constitution | 2 |
Elementary and Secondary… | 1 |
First Amendment | 1 |
Assessments and Surveys
Motivated Strategies for… | 1 |
Multifactor Leadership… | 1 |
Sixteen Personality Factor… | 1 |
Wechsler Intelligence Scale… | 1 |
What Works Clearinghouse Rating
Chen, Chia-Li Debra; Yeh, Ting-Kuang; Chang, Chun-Yen – EURASIA Journal of Mathematics, Science & Technology Education, 2016
This study examines whether a Role Play Game (RPG) with embedded geological contents and students' anticipation of an upcoming posttest significantly affect high school students' achievements of and attitudes toward geology. The participants of the study were comprised of 202 high school students, 103 males and 99 females. The students were…
Descriptors: Grade 10, High School Students, Geology, Outcomes of Education
Zou, Bin, Ed.; Thomas, Michael, Ed. – IGI Global, 2018
Technology has become an integral part of our everyday lives. As today's teachers prepare to instruct a new generation of students, the question is no longer whether technology should be integrated into the classroom, but "how?" "The Handbook of Research on Integrating Technology Into Contemporary Language Learning and…
Descriptors: Technology Integration, Computer Assisted Instruction, Second Language Instruction, Second Language Learning
Bramesfeld, Kosha D.; Good, Arla – Teaching Sociology, 2015
This article presents the development of a new simulation activity, the Game of Social Life. The activity introduces students to concepts of social stratification based on multiple dimensions of poverty, including inequalities related to housing, education, occupational status, social power, and health outcomes. The game was administered to…
Descriptors: Educational Games, Simulated Environment, Qualitative Research, Social Stratification
Ingram-Goble, Adam – ProQuest LLC, 2013
This is an exploratory design study of a novel system for learning programming and 3D role-playing game design as tools for social change. This study was conducted at two sites. Participants in the study were ages 9-14 and worked for up to 15 hours with the platform to learn how to program and design video games with personally or socially…
Descriptors: Role Playing, Educational Games, Social Change, Computer Simulation
Chen, Ming-Puu; Wong, Yu-Ting; Wang, Li-Chun – Educational Technology Research and Development, 2014
The purpose of this study was to examine the effects of the type of exploratory strategy and level of prior knowledge on middle school students' performance and motivation in learning chemical formulas via a 3D role-playing game (RPG). Two types of exploratory strategies-RPG exploratory with worked-example and RPG exploratory without…
Descriptors: Middle School Students, Chemistry, Scientific Concepts, Mathematical Formulas
Emenaker, Ryan – Journal of Political Science Education, 2014
"Pin-the-Tail-on-the-Constitution" is an engaged-learning activity that has been conducted in 26 classes over the past four years. The activity teaches multiple themes commonly included in a variety of courses on American politics such as federalism, congressional powers, the role of the federal courts, and the relevance of the commerce…
Descriptors: Political Science, College Students, Educational Games, Legislators
Abdul Jabbar, Azita Iliya; Felicia, Patrick – Review of Educational Research, 2015
In this review, we investigated game design features that promote engagement and learning in game-based learning (GBL) settings. The aim was to address the lack of empirical evidence on the impact of game design on learning outcomes, identify how the design of game-based activities may affect learning and engagement, and develop a set of general…
Descriptors: Educational Games, Instructional Design, Learner Engagement, Outcomes of Education
Agell, Laia; Soria, Vanessa; Carrió, Mar – Journal of Biological Education, 2015
The use of animals in biomedical research is a socio-scientific issue in which decision-making is complicated. In this article, we describe an experience involving a role play activity performed during school visits to the Barcelona Biomedical Research Park (PRBB) to debate animal testing. Role playing games require students to defend different…
Descriptors: Role Playing, Biomedicine, Medical Research, Animals
Raybourn, Elaine M. – International Journal of Game-Based Learning, 2011
The focus of the present paper is the design of multi-player role-playing game instances as crucible experiences for the exploration of one's emotional intelligence. Subsequent sections describe the design of game-based, intercultural crucible experiences and how this design was employed for training with members of the United States Marine Corps…
Descriptors: Educational Games, Emotional Intelligence, Military Personnel, Intercultural Communication
Yan, Peng; Slator, Brian M.; Vender, Bradley; Jin, Wei; Kariluoma, Matti; Borchert, Otto; Hokanson, Guy; Aggarwal, Vaibhav; Cosmano, Bob; Cox, Kathleen T.; Pilch, André; Marry, Andrew – International Association for Development of the Information Society, 2013
Research into virtual role-based learning has progressed over the past decade. Modern issues include gauging the difficulty of designing a goal system capable of meeting the requirements of students with different knowledge levels, and the reasonability and possibility of taking advantage of the well-designed formula and techniques served in other…
Descriptors: Intelligent Tutoring Systems, Immersion Programs, Role Playing, Biological Sciences
Van der Stege, Heleen A.; Hilberink, Sander R.; Visser, Adriaan P.; Van Staa, AnneLoes – Sex Education: Sexuality, Society and Learning, 2014
The objective of this study was to identify determinants of professionals' intention to use the new board game SeCZ TaLK to facilitate sexual health discussions with young people with chronic health conditions and disabilities, and to gauge whether intention led to actual use. A cross-sectional web-based survey of 336 professionals before they…
Descriptors: Sex Education, Chronic Illness, Disabilities, Intention
Lewis, Amy C.; Grosser, Mark – Journal of Management Education, 2012
Leading change is an essential skill for managers. Instructors in management education must not only teach theories on effectively leading change but also convince students of the necessity of developing their change leadership skills. Students may underestimate the difficulty of convincing others to work toward change; the authors developed the…
Descriptors: Organizational Change, Administrator Education, Leadership Qualities, Educational Change
Basic Skills Agency, 2012
The "Fun with..." series is a set of six booklets published by the Basic Skills Agency. All are aimed at providing parents, childminders and carers of 3-5-year-olds with practical ideas and activities to support the development of young children through play and games in the Early Years Foundation Stage. This leaflet contains ideas on how to use…
Descriptors: Young Children, Parents, Caregivers, Child Development
Gonzalez-Gonzalez, Carina; Blanco-Izquierdo, Francisco – Computers & Education, 2012
In this paper we analyze the main areas of research into educational videogames and in the evolution of the technologies and design methodologies that are making these interactive systems increasingly natural, immersive and social. We present the design and development of a prototype for a collaborative educational videogame based on a Massively…
Descriptors: Video Games, Secondary Education, Online Systems, Educational Games
Dukes, Richard L.; Fowler, Sandra M.; DeKoven, Bernie – Simulation & Gaming, 2011
This article is written as a tribute to R. Garry Shirts who through his exemplary authorship and publication of gamed simulations was designated "Defender of the Playful". Garry Shirts was the master of creating the "Aha! Moment" in learning through "deep play". Among the many gamed simulations he designed, the…
Descriptors: Educational Games, Professional Recognition, Instructional Materials, Biographies