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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
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Pinar Aksoy; Frank M. Gresham – International Journal of Psychology and Educational Studies, 2024
The preschool years, spanning from birth to age six, are crucial periods for acquiring social-emotional learning (SEL) skills. An effective way to address social-emotional learning deficits is to implement evidence-based intervention programs. The purpose of this article is to review specific evidencebased social-emotional learning intervention…
Descriptors: Social Emotional Learning, Evidence Based Practice, Preschool Children, Intervention
Terri L. Gray Johnson – ProQuest LLC, 2024
Limited research exists on the factors that contribute to community college students' development of self-efficacy (SE) while serving as preservice teachers (PSTs) during their early childhood education (ECE) practicum. This lack of research is concerning because educators who have high SE enhance the educational well-being of all children. The…
Descriptors: Early Childhood Teachers, Teacher Attitudes, Practicums, Self Efficacy
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Fisher, Amy K.; Simmons, Chris; Allen, Susan C. – Journal of Effective Teaching in Higher Education, 2019
This article reports results of a mixed methods exploration of the effects of reflective supervision on cognitive growth in undergraduate students. Students were enrolled in two sections of an introductory skills practice course containing an experiential exercise designed to enhance skill development. One group received supervision; the other did…
Descriptors: Cognitive Development, Undergraduate Students, Introductory Courses, Experiential Learning
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Ragatz, Carolyn; Ragatz, Zach – Parenting for High Potential, 2018
Why encourage children to play board games? In the increasing disconnect of our digital lives, playing games provides a way to connect and relate with others on a human level. Strategy and role-playing games provide intellectual challenges and stretch creativity to keep the gifted mind engaged in solving problems. At the same time, the players…
Descriptors: Games, Role Playing, Gifted, Children
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Fulton, A. E.; Dimitropoulos, G.; Ayala, J.; McLaughlin, A. M.; Baynton, M.; Blaug, C.; Collins, T.; Elliott, G.; Judge-Stasiak, A.; Letkemann, L.; Ragan, E. – Journal of Teaching in Social Work, 2019
Field practicum plays a central role in social work education by socializing social work students to the profession and facilitating the integration of theoretical knowledge with skill development. Students can be apprehensive about beginning practicum and often lack adequate formal preparation for the practicum experience. This study evaluates…
Descriptors: Practicums, Field Experience Programs, Social Work, Masters Programs
Jamaludin, Azilawati; Hung, David – Research and Practice in Technology Enhanced Learning, 2017
Identifying educational competencies for the 21st workplace is driven by the need to mitigate disparities between classroom learning and the requirements of workplace environments. Multiple descriptors of desired 21st century skill sets have been identified through various wide-scale studies (e.g., International Commission on Education for the…
Descriptors: 21st Century Skills, Problem Solving, Role Playing, Computer Games
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Hazen, Timothy A. – Journal of Political Science Education, 2019
This review examines the Model United Nations (MUN) program at the collegiate level and provides useful information for advisors that are leading MUN for the first time.
Descriptors: Political Science, Simulation, International Organizations, Role Playing
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Benson, Gregory E.; Chau, Ngan N. – Marketing Education Review, 2017
Conflict occurs naturally in all marketing related activities. When such conflict is handled well through proper negotiation, it helps solve problems and build stronger, deeper relationships between the negotiating parties. Nevertheless, many students feel uneasy about negotiating, yet they know it is a crucial skill that needs to be developed.…
Descriptors: Marketing, Conflict Resolution, Problem Solving, Skill Development
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Harris, Carolyn A.; Kharecha, Pushker; Goble, Pam; Goble, Ryan – Social Studies and the Young Learner, 2016
A central aim of social studies curriculum is to prepare young people for making "informed and reasoned decisions for the public good" concerning consequential problems like global climate change. By developing students' "vision of a good society" and exploring what actions and policies move our society in this direction,…
Descriptors: Social Studies, Citizenship Education, Climate, Ecology
Emihovich, Benjamin W. – ProQuest LLC, 2017
Education researchers are exploring how well-designed video games can be used to improve knowledge, skills, and abilities known as game-based learning (GBL). Current American students are not receiving adequate exposure to authentic ill-structured problem-solving scenarios in their classrooms, and schools need to address the acquisition of…
Descriptors: Undergraduate Students, Problem Solving, Skill Development, Video Games
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Pike, Jacqueline C.; Spangler, William; Williams, Valerie; Kollar, Robert – Information Systems Education Journal, 2017
To create a learning experience which replicates the process by which consultants, systems developers and business end users collaborate to design and implement a business application, a cross-functional student team project was developed and is described. The overall learning experience was distinguished by specific components and characteristics…
Descriptors: Role Playing, Problem Based Learning, Interdisciplinary Approach, Teamwork
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King, Elizabeth M. – Theory Into Practice, 2015
Digital games have become popular for engaging students in a range of learning goals, both in the classroom and the after-school space. In this article, I discuss a specific genre of video game, the massively multiplayer online role-playing game (MMO), which has been identified as a dynamic environment for encountering 21st-century workplace…
Descriptors: Role Playing, After School Programs, Program Design, Males
Koehler, Adrie A.; Ertmer, Peggy A. – Educational Technology, 2016
Case-based instruction (CBI) offers a promising method for promoting problem-solving skills in learners. However, during CBI, the instructor shoulders major responsibility for shaping the learning that takes place. Research indicates that the facilitation techniques used during case discussions influence what gets covered, and to what extent,…
Descriptors: Web 2.0 Technologies, Case Method (Teaching Technique), Web Based Instruction, Problem Solving
Burrow-Sanchez, Jason – Ancora Publishing, 2013
ADAPT (Advancing Decision Making and Problem Solving for Teens) is a small-group intervention for middle and high school students who are at risk for substance use, aggression, truancy, poor school performance, and depressive moods. The ADAPT program's 12 sessions teach fundamental skills such as: (1) Effective problem solving; (2) Decision…
Descriptors: Decision Making, Problem Solving, Adolescents, Middle School Students
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