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Showing 136 to 150 of 322 results Save | Export
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Howard, Barbara B.; McClannon, Terry W.; Wallace, Paul R. – American Journal of Distance Education, 2014
This project addresses the challenge of preparing educational leaders for future roles in administration in K-12 schools. Through a project-based learning scenario set in a 3-D virtual world, graduate students in school administration and instructional technology worked together in simulated school teams to develop proposals for integrating…
Descriptors: Cooperative Learning, Role Playing, Graduate Students, Instructional Leadership
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Young, Kristen L.; Boris, Ashley L.; Thomson, Kendra M.; Martin, Garry L.; Yu, C. T. – Research in Autism Spectrum Disorders, 2012
The purpose of this research was to evaluate a self-instructional package (Fazzio & Martin, 2007) to train parents of children with autism to conduct discrete-trials teaching (DTT). In Study 1, we investigated the effectiveness of a self-instructional manual and a self-instructional video for teaching five parents of children with autism to…
Descriptors: Video Technology, Feedback (Response), Autism, Program Effectiveness
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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
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Borner, Rene; Moormann, Jurgen; Wang, Minhong – Journal of Workplace Learning, 2012
Purpose: The paper aims to explore staff's experience with role-plays using the example of training bank employees in Six Sigma as a major methodology for business process improvement. Design/methodology/approach: The research is based on a case study. A role-play, KreditSim, is used to simulate a loan approval process that has to be improved by…
Descriptors: Banking, Staff Development, Financial Services, Role Playing
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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
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Derakhshan, Ali; Eslami, Zohreh – TESL-EJ, 2015
A growing body of research in interlanguage pragmatics (ILP) has documented that some features of pragmatics lend themselves well to instruction. Due to the abundant teaching approaches, nevertheless, it is still controversial which are most conducive to learning. Therefore, this study seeks to investigate the effectiveness of…
Descriptors: Foreign Countries, Interlanguage, Pragmatics, Consciousness Raising
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Hontvedt, Magnus; Arnseth, Hans Christian – International Journal of Computer-Supported Collaborative Learning, 2013
Research on simulator training has rarely focused on the way simulated contexts are constructed collaboratively. This study sheds light on how structuring role-play and fostering social interactions may prove fruitful for designing simulator training. The article reports on a qualitative study of nautical students training in a ship simulator. The…
Descriptors: Marine Education, Navigation, Professional Training, Social Environment
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Wang, Shwu-huey – British Journal of Educational Technology, 2012
In order to understand (1) what kind of students can be facilitated through the help of three-dimensional virtual learning environment (3D VLE), and (2) the relationship between a conventional test (ie, paper and pencil test) and the 3D VLE used in this study, the study designs a 3D virtual supermarket (3DVS) to help students transform their role…
Descriptors: Marketing, Business Administration Education, Vignettes, Training Methods
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Schnurr, Matthew A.; De Santo, Elizabeth M.; Green, Amanda D.; Taylor, Alanna – Journal of Geography, 2015
This article investigates the particular mechanisms through which a role-play simulation impacts student perceptions of knowledge acquisition. Longitudinal data were mobilized in the form of quantitative and qualitative surveys to examine whether the simulation succeeded in increasing knowledge around both content and skills. It then delves deeper…
Descriptors: Role Playing, Geography Instruction, Simulation, Student Attitudes
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Nosik, Melissa R.; Williams, W. Larry – Research in Developmental Disabilities: A Multidisciplinary Journal, 2011
The effectiveness of a multi-component computer based training package that consisted of competency based instructions, video modeling, and two forms of feedback was evaluated in terms of treatment integrity of two procedures across four staff. Treatment integrity in completing critical steps of discrete-trial and backward chaining procedures were…
Descriptors: Computer Assisted Instruction, Video Technology, Role Playing, Competency Based Education
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June, Sethela; Yaacob, Aizan; Kheng, Yeoh Khar – International Education Studies, 2014
The purpose of this action research was to investigate the use of YouTube videos and interactive activities in stimulating critical thinking among students from a public university in Malaysia. There were 50 students of mixed background, comprised of local and foreign students who participated in this study which lasted for one semester. Data was…
Descriptors: Foreign Countries, Video Technology, Electronic Publishing, Web Sites
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Lawson, Timothy J.; McDonough, Tracy A.; Bodle, James H. – Teaching of Psychology, 2010
We examined whether a role-playing exercise, similar to that developed by Plous (2000), increases students' ability to generate effective responses to prejudiced comments. We assessed social psychology students' (n = 23) ability to respond to prejudiced comments before and after the exercise, and compared their performance to that of 2 other…
Descriptors: Role Playing, Social Psychology, Instructional Effectiveness, Bias
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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
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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
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Reed, Jennifer; Seong, Myeong-Hee – Journal of Pan-Pacific Association of Applied Linguistics, 2013
This paper aims to suggest pragmatic instructions for conducting an English course that focuses on speaking and listening skills through using drama as a language teaching activity. Recent research on drama in the ESL/EFL classroom has been about the benefits of drama and methods one can use, but research on techniques, activities, and methodology…
Descriptors: Drama, Instructional Effectiveness, Foreign Countries, English (Second Language)
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