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Fioravanti, Maria Lydia; de Oliveira Sestito, Camila Dias; de Deus, William Simao; Scatalon, Lilian Passos; Barbosa, Ellen Francine – IEEE Transactions on Education, 2022
Contribution: In this article, an experience applying three role-playing games in the context of an Entrepreneurship final project is presented, discussing the challenges, and the lessons learned. Background: Soft skills have been expounded repeatedly as a crucial factor to thrive in the workplace, as opposed to mere knowledge of content only,…
Descriptors: Role Playing, Educational Games, Communication Skills, Entrepreneurship
Howard, Melanie A. – Teaching Theology & Religion, 2018
Role-playing games have been a part of scholarly conversations about pedagogy for several decades. However, more work is needed in understanding how gaming pedagogy can best fit with and augment particular disciplines. After providing two examples of role-playing games that have been used successfully in teaching the New Testament, this article…
Descriptors: Role Playing, Religious Education, Teaching Methods, Biblical Literature
Piety, Philip J. – Grantee Submission, 2021
The paper discusses the use of "Productive Disciplinary Engagement" (PDE) for a curricular project that features a technology-based alternate reality game (ARG) with the objective of teaching undergraduate students about the collaborative nature of STEM careers. Much of the PDE research uses PDE as either a design-principle or as an…
Descriptors: Educational Technology, Technology Uses in Education, Undergraduate Students, Educational Games
Denvir, Catrina, Ed. – Cambridge University Press, 2020
Over the last decade, cost pressures, technology, automation, globalisation, de-regulation, and changing client relationships have transformed the practice of law, but legal education has been slow to respond. Deciding what learning objectives a law degree ought to prioritise, and how to best strike the balance between vocational and academic…
Descriptors: Legal Education (Professions), Educational Development, Job Skills, Skill Development
Gilliam, Melissa; Bouris, Alida; Hill, Brandon; Jagoda, Patrick – Journal of STEM Education: Innovations and Research, 2016
Alternate Reality Games (ARGs) are multiplayer role-playing games that use the real world as their primary platform and incorporate a range of media, including video, audio, email, mobile technologies, websites, live performance, and social networks. This paper describes the development, implementation, and player reception of "The…
Descriptors: STEM Education, Educational Games, Computer Games, Computer Simulation
Roy, Anupama; Sharples, Mike – International Journal of Mobile and Blended Learning, 2015
This paper describes an investigatory project to pilot an SMS based game to enhance the training of peer educators of MSM (Males having Sex with Males) groups in India. The objective of this research was to increase the efficacy of the MSM peer educators by bridging the gap between the training needs and their real life experiences. An SMS based…
Descriptors: Foreign Countries, Pilot Projects, Peer Teaching, Educational Games
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
Camargo, Maria Eugenia; Jacobi, Pedro Roberto; Ducrot, Raphaele – Simulation & Gaming, 2007
Role-playing games in natural resource management are currently being tested as research, training, and intervention tools all over the world. Various studies point out their potential to deal with complex issues and to contribute to training processes. The objective of this contribution is to analyze the limits and potentialities of this tool for…
Descriptors: Natural Resources, Environmental Education, Role Playing, Simulation
Dawson, Rod – Simulation/Games for Learning, 1986
Describes Checkerboard, a game-like exercise designed to teach financial awareness, control, and appraisal to managers and reinforce the principle that all people in managerial positions make decisions, all of which incur costs and generate benefits. Students are guided by discovery and discussion toward improved financial decision making. (MBR)
Descriptors: Accounting, Administrators, Decision Making, Educational Games
Chabotar, Kent J. – Teaching Political Science, 1979
Describes a classroom simulation game for public administration courses to help students develop knowledge of the governmental decision-making process. The game increases knowledge of planning, budgeting, strategies for achieving organizational goals, and leadership skills. (Author/AV)
Descriptors: Class Activities, Decision Making, Educational Games, Higher Education
Ahamer, Gilbert – Simulation & Gaming, 2006
SURFING GLOBAL CHANGE (SGC) serves as a procedural shell for attaining sustainable solutions for any interdisciplinary issue and is intended for use in advanced university courses. The participants' activities evolve through five levels from individual argumentation to molding one's own views for the "common good." The paradigm of…
Descriptors: Foreign Countries, Lesson Plans, Ethics, Problem Based Learning
Cole, Ann; And Others – 1977
PAR (Parents as Resources) consists of two professors and a social worker who are dedicated to helping parents work creatively and confidently with their children during the preschool and primary years. PAR has developed concrete instructional activities and workshops to stimulate the exchange of positive and pleasing experiences between parents…
Descriptors: Art Activities, Communication Skills, Creative Activities, Early Childhood Education
Omaggio, Alice C. – 1978
This paper presents some of the materials available for games and simulation activities in the foreign language classroom and organizes the materials in terms of their usefulness for reaching specific instructional objectives. The list of games and simulations represents a wide variety of activities that can be used in the development of various…
Descriptors: Chinese, Class Activities, Comprehension, Culture