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Isabel María Cruz-Lorite; Daniel Cebrian-Robles; María del Carmen Acebal-Expósito; Ángel Blanco-López – Journal of Turkish Science Education, 2023
Role-playing games (RPGs) are considered a useful way of addressing socioscientific issues (SSIs) in the science classroom insofar as they allow learners to engage with an issue and possibly change their opinions on it. This study analyses changes in preservice primary teachers (PPTs) personal positions on nuclear energy following participation in…
Descriptors: Preservice Teachers, Elementary School Teachers, Student Attitudes, Attitude Change
Hernández-Prados, Mª Ángeles; Belmonte, Mª Luisa; Manzanares-Ruiz, Juan Carlos – Education Sciences, 2021
Notwithstanding the importance and relevance of gamification as a topical methodology in education, and after a literature review, there are just a few studies using role-playing games. In order to motivate and facilitate English as second language (ESL) learning of first year of Bachillerato (year 12) students at a public high school in the…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, High School Students
Martínez Casanovas, Matilde; Ruíz-Munzón, Noemí; Buil-Fabregá, Marian – International Journal of Sustainability in Higher Education, 2022
Purpose: The purpose of this paper is to analyse which are the active learning methodologies, which had better contribute to acquiring competences for sustainable development (SD) in higher education. Design/methodology/approach: Cluster analysis is used to define 252 students' skills patterns and their perception of the different active learning…
Descriptors: Best Practices, Sustainable Development, Active Learning, Student Attitudes
Sierra, Javier – Innovations in Education and Teaching International, 2020
This article presents an innovative teaching and learning method based on three different simulations of multi-level governance settings. Public management at the local level is recreated using the SimCity computer game; the decision-making process at the national level is simulated through a national parliament simulation; and the intervention of…
Descriptors: Computer Simulation, Economics Education, Student Attitudes, College Students
Rivera, Reynaldo G.; Arrese, Angel; Sádaba, Charo; Casado, Luis – Journal of Marketing Education, 2020
The management of diversity and inclusion is a major challenge for businesses in developing inclusive products and marketing strategies focused on people with disabilities. Universities can foster positive attitudes toward inclusiveness if they facilitate student recognition of differences as assets and enable them to appreciate the creation of…
Descriptors: Marketing, Teaching Methods, Inclusion, Disabilities
López Carrillo, Dolores; Calonge García, Amelia; Rodríguez Laguna, Teresa; Ros Magán, Germán; Lebrón Moreno, José Alberto – Electronic Journal of e-Learning, 2019
Pre-service teachers frequently express negative prejudices towards science and the methodologies traditionally used during their training. Gamification is a booming technology based on combining the psychological aspects, mechanics and dynamics of a game in non-ludic environments. The use of gamification has shown good outcomes in terms of…
Descriptors: Preservice Teachers, Teaching Methods, Instructional Innovation, Educational Games
Torregrosa Salcedo, Elvira; Roig-Vila, Rosabel; Blasco Mira, Josefa Eugenia – Research in Dance Education, 2017
This study focuses on current developments in Higher Dance Studies in Spain. The proposal for a "Taller de Prácticas Docentes" [Teaching Practice Workshop,or TPD by its Spanish acronym] carried out at the Higher Dance Conservatory of Alicante (Spain) and implemented as a pilot experience at this centrebecame our research point of…
Descriptors: Dance, Dance Education, Teaching Methods, Foreign Countries
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers