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Showing 61 to 75 of 537 results Save | Export
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Urien, Begoña; Erro-Garcés, Amaya; Osca, Amparo – Education and Information Technologies, 2019
Although the negative effects of mobile instant messaging have been stressed, its exponential increment justifies studying its application in education. This paper analyses whether college' students perception of WhatsApp usefulness influences cognitive processes important for teamwork (i.e., specialization and coordination), specifically for…
Descriptors: Social Media, Computer Mediated Communication, College Students, Student Attitudes
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Sim, Duncan; Boyle, Elizabeth; Leith, Murray Stewart; Williams, Alan; Jimoyiannis, Athanassios; Tsiotakis, Panagiotis – Journal of Geography in Higher Education, 2021
This paper explores the contribution to geography teaching which can be made by serious games. We describe the ways in which gaming has progressed from "dissected maps" and jigsaws through board games, to the range of online games which are available today. We describe the development, in conjunction with European partner institutions,…
Descriptors: Geography, Instruction, Teaching Methods, Educational Games
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Bagès, Céline; Hoareau, Natacha; Guerrien, Alain – Journal of Research in Childhood Education, 2021
The purpose of this article is to determine the effectiveness of role-playing games (RPGs) as an intervention program to reduce bullying. Eighty-six French 6th-graders were randomly assigned to either the empathy training program involving three RPG sessions of 60 minutes or to the control condition in which students benefited from three sessions…
Descriptors: Bullying, Role Playing, Intervention, Behavior Modification
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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
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Bakum, Zinaida; Savchak, Iryna; Kostiuk, Svitlana; Zhumbei, Marianna; Poznanskyy, Roman – Arab World English Journal, 2021
The professional development of future specialists has to meet global and domestic standards. Cultural competence is essential for future professionals as it makes it easier to collaborate with foreign professionals, improve their competitiveness in the world labor market and increase the specialist's ability to solve professional challenges. The…
Descriptors: Cultural Awareness, Professional Education, Linguistics, Teaching Methods
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Mat, Azman Che; Awang, Azarudin; Nokman, Ahmad Zulfadhli; Musilehat, Nor Shaifura; Bakar, Ahmad Fakrulazizi Abu; Yusoff, Muhammad Saiful Anuar – International Journal of Education and Practice, 2019
Role play activities contribute to learners' performance if they actively participate in a group. Learners may gain confidence when given a proper and clear role in role play which enhances their motivation levels. This study adopts Byram (2004) resultative and motivational hypothesis and Eccles "et al." (1983). Expectancy-Value theory…
Descriptors: Role Playing, Semitic Languages, Second Language Learning, Learning Motivation
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Aynsley, Sarah A.; Nathawat, Kusum; Crawford, Russell M. – Higher Education Pedagogies, 2018
Gamification in higher education has steadily been gaining traction as a useful addition to the diversity of learning resources available to both teachers and students. We have invented a card-based, role-playing team game called 'Braincept' to help aid pharmacology learning for medical students. The aims of the current study are to determine…
Descriptors: Educational Games, Student Attitudes, Medical Students, Pharmacology
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Wang, Yi-Hsuan – Educational Technology Research and Development, 2020
This study aims to extend the learning advantages of game-based learning from formal education to informal learning, and to develop a role-playing game (RPG) to help students familiarize themselves with a new school. Several game elements and principles were considered during the design stage, and the tasks were embedded into a macro-context to…
Descriptors: Instructional Design, Educational Games, Game Based Learning, Role Playing
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Preuß, Anna Katharina – International Journal of Game-Based Learning, 2020
The cognitive-motivational process model of learning describes how personality traits in a specific situation influence current learner motivation and through certain mediators, the learning outcome. This study investigates the influence of personality traits and current motivation on these mediators. For 86 high school students playing a…
Descriptors: Personality Traits, Motivation, Computer Simulation, Computer Games
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de Leur, Tessa; van Boxtel, Carla; Huijgen, Tim – History Education Research Journal, 2021
Imagining what it was like to live in the past may help secondary school students to understand historical developments and situations. In this case study, the opportunities of a drama task are explored by using a mixed-method approach. In small groups, Dutch 14-15-year-old students examined historical sources and produced a short film clip on…
Descriptors: Foreign Countries, Secondary School Students, Group Discussion, Films
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Barlow, William D. – Education 3-13, 2020
This case study explores pupils' and teachers' views on using Drama Conventions during primary-secondary transition. The intervention took place during the final month of the Scottish academic year (June), in 3 associated state primary 7 classes (the last year of primary school in Scotland) with 78 pupils and 3 teachers. Forty-nine pupils…
Descriptors: Foreign Countries, Student Adjustment, Elementary School Students, Student Attitudes
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Sexton, Robin; Garner, Benjamin – Marketing Education Review, 2020
This study explores students' self-reported perceptions of multiple pedagogical methods for teaching business ethics. Five different pedagogical activities were implemented, and 79 students were surveyed at the end of the course and were asked which activities were perceived as helpful for learning and for stimulating thinking about ethics. The…
Descriptors: Student Attitudes, Instructional Effectiveness, Ethics, Measurement Techniques
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Yurieva, Oksana; Musiichuk, Tetiana; Baisan, Dina – Advanced Education, 2021
The internet has offered numerous opportunities for educational content delivery. The main current delivery models for learning a language online range from more formal structured approaches provided by schools and universities, which typically take place in a VLE (Virtual Learning Environment) or LMS (Learning Management System), to more informal…
Descriptors: Informal Education, Second Language Learning, Second Language Instruction, Computer Assisted Instruction
Guo, Yu – ProQuest LLC, 2019
Economic inequality has reached historically high levels in both the United States and in the world. The research literature in sociology and political science has long shown that individuals tend to be very persistent in their views on the determinants of economic success, although these views may be formed on cultural and cognitive biases. For…
Descriptors: Affordances, Instructional Effectiveness, Computer Simulation, Role Playing
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Tay, Dennis – Discourse Processes: A Multidisciplinary Journal, 2020
Metaphor theory bears many implications for counseling processes, but metaphor in extended counseling talk is seldom evaluated. This article reports an exploratory skin conductance and discourse analysis of metaphorical versus literal communication styles in facilitating affective engagement over time. After background interaction with the…
Descriptors: Figurative Language, Counselor Client Relationship, Emotional Response, Discourse Analysis
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