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Watcharasukarn, Montira; Krumdieck, Susan; Green, Richard; Dantas, Andre – Simulation & Gaming, 2011
This article describes a virtual reality role-playing game that was developed as a survey tool to collect travel behavior data and explore and monitor travel behavior adaptation. The Advanced Energy and Material Systems Laboratory has designed, developed a prototype, and tested such a game platform survey tool, called Travel Activity Constraint…
Descriptors: Feedback (Response), Travel, Computer Simulation, Role Playing
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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
Shulman, Marc D. – Online Submission, 2013
This action research project report was conducted because students' lack of sportsmanship skills in elementary school physical education was negatively affecting the physical activity level of many students. The teacher was spending classroom time giving attention to conflicts dealing with negative sportsmanship issues and therefore losing…
Descriptors: Violence, Action Research, Teacher Researchers, Physical Activity Level
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Peterson, Mark – ReCALL, 2012
This paper reports on the task-based interaction of English as a Foreign Language (EFL) learners in the 3D multiuser virtual environment (MUVE) Second Life. The discussion first explores research on the precursors of MUVEs, text-based 2D virtual worlds known as MOOs. This is followed by an examination of studies on the use of MUVEs in Computer…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Role Playing
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Chuck, Jo-Anne – Biochemistry and Molecular Biology Education, 2011
Science students leaving undergraduate programs are entering the biotechnology industry where they are presented with issues which require integration of science content. Students find this difficult as through-out their studies, most content is limited to a single subdiscipline (e.g., biochemistry, immunology). In addition, students need…
Descriptors: Undergraduate Students, Active Learning, Biotechnology, Job Skills
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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
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Birdsall, Sally – Australian Journal of Environmental Education, 2010
Empowering students to act in an environmentally responsible manner is being increasingly touted as a central goal of formal environmental education. Acting in a responsible manner requires the development of environmental knowledge as well as positive attitudes and values towards the environment along with other attributes. While some guidance…
Descriptors: Environmental Education, Empowerment, Student Participation, Conservation (Environment)
Baker, Melissa; Paver, Jacquelyn; Zabelin, Richard – Online Submission, 2011
The purpose of this action research project report was to improve students' respectful behavior. A total of 80 students of the teacher researchers participated. The included 26 Fashion & Apparel 1 students, 45 Childcare & Development 1 students, and 9 World History high school students. Teacher Researchers A and B ran their study from August 23rd,…
Descriptors: Student Behavior, Recognition (Achievement), Role Playing, Action Research
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Rothwell, Julia – Research in Drama Education, 2011
In this article the author draws on classroom video recordings and student commentary to explore ways in which the kinaesthetic elements of a process drama provided the context and the space for beginner additional language learners to engage with intercultural language learning. In the light of student comments in interviews and questionnaires,…
Descriptors: Video Technology, English (Second Language), Second Language Learning, Introductory Courses
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Aboul-Fotouh, Frieda; Asghar-Ali, Ali Abbas – Academic Psychiatry, 2010
Objective: This pilot project, designed and taught by a resident, created a curriculum to introduce medical students to the practice of psychotherapy. Medical students who are knowledgeable about psychotherapy can become physicians who are able to refer patients to psychotherapeutic treatments. A search of the literature did not identify a…
Descriptors: Feedback (Response), Medical Students, Pilot Projects, Physicians
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Kraft, Theresa A.; Carlisle, Judith – Information Systems Education Journal, 2011
The expanded use of teaching case based analysis based on current events and news stories relating to computer ethics improves student engagement, encourages creativity and fosters an active learning environment. Professional ethics standards, accreditation standards for computer curriculum, ethics theories, resources for ethics on the internet,…
Descriptors: Ethics, Standards, Computer Use, Undergraduate Students
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Miller, Leslie M.; Chang, Ching-I.; Wang, Shu; Beier, Margaret E.; Klisch, Yvonne – Computers & Education, 2011
The power of a web-based forensic science game to teach content and motivate STEM careers was tested among secondary students. More than 700 secondary school students were exposed to one of the three web-based forensic cases for approximately 60 min. Gain scores from pre-test to a delayed post-test indicated significant gains in content knowledge.…
Descriptors: Science Careers, Persuasive Discourse, Student Attitudes, Technology
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Gao, Fei; Noh, Jeongmin J.; Koehler, Matthew J. – Journal of Interactive Learning Research, 2009
This study compared student performances in role-playing activities in both a face-to-face (FTF) environment and a virtual 3D environment, Second Life (SL). We found that students produced a similar amount of communication in the two environments, but the communication styles were different. In SL role-playing activities, students took more…
Descriptors: Role Playing, Comparative Analysis, Interpersonal Communication, Computer Mediated Communication
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Gregory, Sue; Masters, Yvonne – Australasian Journal of Educational Technology, 2012
Role-plays in a virtual world hold tremendous potential for higher education because they allow synchronous, immersive participation by students located across the globe. They also have the added advantage of allowing students to adopt roles and carry out tasks that are not possible in the real world. In this article, a project that involved…
Descriptors: Foreign Countries, Distance Education, On Campus Students, Preservice Teacher Education
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Morse, Shona – Journal of European Industrial Training, 2010
Purpose: The aim of this paper is to give a critical assessment of a study designed to investigate the potential of a new method for teaching HRD students about performance appraisal. It is argued that this approach is in the vanguard of developments in IT and learning. Design/methodology/approach: The paper takes the form of an explorative study…
Descriptors: Foreign Countries, Interviews, Personnel Evaluation, Program Effectiveness
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