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Peadar Donohoe – International Journal of Bullying Prevention, 2020
Ascertaining if non-drama specialist teachers would be able to use role-play to help reduce bullying in their classrooms was the key aim of a longitudinal two-year pilot study conducted in an inner-city school in Ireland. The study combined qualitative and quantitative elements, including ongoing teacher feedback (oral and written), student focus…
Descriptors: Teaching Methods, Role Playing, Bullying, Victims
Huang, Simin; Xu, Peng; Feng, Lie; Lu, Chunting; Yang, Jing – International Journal of Higher Education, 2018
History taking is an extremely important skill for medical students to master. In China, medical students usually have opportunities to practise this skill on real patients after they have learned diagnostics and basic relevant theoretical knowledge. Today, however, several factors, such as increased enrolment of medical students and the need to…
Descriptors: Teaching Methods, Instructional Effectiveness, Role Playing, Observation
Hung, Cheng-Yu; Sun, Jerry Chih-Yuan; Liu, Jia-Yin – Interactive Learning Environments, 2019
This study aimed to investigate the effect of flipped classrooms integrated with massive open online courses (MOOCs) and game-based learning on the learning motivation and learning outcomes of students from different backgrounds (in terms of gender, grade, self-confidence indicators in mathematics, and roles played in the game-based learning…
Descriptors: Blended Learning, Online Courses, Game Based Learning, Instructional Effectiveness
Messinger, Adam M. – Teaching Sociology, 2015
Few evaluated classroom exercises to date have addressed one of the most cited and compelling explanations of gender formation over the life course: interactionist gender theory. This theory posits that people actively "do" or "perform" their gender in every interaction, and as such, they often subconsciously reshape their…
Descriptors: Sociology, Teaching Methods, Gender Issues, Dating (Social)
Admiraal, Wilfried – Educational Technology & Society, 2015
Although adolescents are currently the most frequent users of the Internet, many youngsters still have difficulties with a critical, reflective, and responsible use of the Internet. A study was carried out on teaching with a digital role-play game to increase students' reflective Internet skills. In this game, students had to promote a fictional…
Descriptors: Role Playing, Pretests Posttests, Reflection, Internet
Shih, Ju-Ling; Jheng, Shun-Cian; Tseng, Jia-Jiun – Interactive Learning Environments, 2015
This research attempted to create the historical context of Southern Taiwan in the late nineteenth century based on the martial art novel "Xiao-Mao" (Pussy) by designing a role-play digital game "Taiwan Epic Game" about the war time; in which, Taiwanese history, geography, and culture are presented in an innovative way with…
Descriptors: Foreign Countries, Simulated Environment, Educational Games, History Instruction
Lu, Fang-Chen; Chang, Ben – Educational Technology & Society, 2016
With the advantages of an engaged and authentic role-play game (RPG), this study aims to develop an RPG-enhanced English for specific purposes (ESP) vocabulary-acquisition framework, providing teachers and students a systematic way to incorporate RPG into ESP learning. The framework is composed of five parts: goal, three-level vocabulary sets, RPG…
Descriptors: Role Playing, Educational Games, English for Special Purposes, Second Language Learning
Wongpinunwatana, Nitaya – International Education Studies, 2013
This study examined the use and effect of a role-playing game on learners' ability in information systems audit. The study is based on experimental research. Information systems control and audit case study and video had been developed. A total of 75 graduate students undertaking a Master's degree in accounting participated in the experiment. The…
Descriptors: Role Playing, Educational Games, Information Systems, Audits (Verification)
Masouleh, Fatemeh Abdollahizadeh; Arjmandi, Masoumeh; Vahdany, Fereydoon – Universal Journal of Educational Research, 2014
This study deals with the application of the pragmatics research to EFL teaching. The need for language learners to utilize a form of speech acts such as request which involves a series of strategies was significance of the study. Although defining different speech acts has been established since 1960s, recently there has been a shift towards…
Descriptors: Teaching Methods, English (Second Language), Second Language Learning, Second Language Instruction
Pozzi, Francesca – International Journal of Computer-Supported Collaborative Learning, 2011
This paper illustrates the experience gained within an online course, where a collaborative technique, namely Role Play, was used within an asynchronous text-based environment to trigger collaboration and interactions among students. In a pilot study, the technique was analyzed using an evaluation model and two different means: on the one hand,…
Descriptors: Electronic Learning, Online Courses, Learning Processes, Content Analysis
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
Henderson, Michael; Huang, Hui; Grant, Scott; Henderson, Lyn – Australasian Journal of Educational Technology, 2012
It was found in the two-year study reported in this article that a single collaborative language lesson using "Second Life" can result in a statistically significant increase in student self-efficacy beliefs across a range of specific and general language skills. However, students with different "real life" prior experience…
Descriptors: Foreign Countries, Self Efficacy, Language Skills, Chinese
Lin, Lin; Zhang, Tao – Journal of Technology and Teacher Education, 2011
This study investigated pre-service teachers' experience, motivation, passion, effort, and perspectives in playing exergames in the classroom using the self-determination theory as the main theoretical framework. One hundred forty preservice teachers participated in the study. A mixed method was used. Data included pre-survey and post-survey…
Descriptors: Preservice Teachers, Student Motivation, Self Determination, Physical Activities
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
Tapsis, Nikolaos; Tsolakidis, Konstantinos; Vitsilaki, Chryssi – American Journal of Distance Education, 2012
This study explores the effects of the use of Second Life (SL) as a learning environment on a course's dialogue. An experimental design within groups was used with thirty-seven graduate students for three weeks. Half of them followed the course activities in the official Learning Management System (LMS) of the program, Blackboard Vista, and the…
Descriptors: Foreign Countries, Graduate Students, Distance Education, Computer Assisted Instruction
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