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Chen, Hsiu-Ling; Wu, Cheng-Ting – Interactive Learning Environments, 2023
The present research examined the effect of digital role-playing game-based learning on high school students' critical thinking ability. Playing a digital game designed with RPG Maker and whose story lines featured critical thinking questions, a total of 32 high school student participants were given a learning context to practice critical…
Descriptors: High School Students, Computer Games, Video Games, Role Playing
De, Papiya; Bakhshi, Medha – Journal of Teaching in International Business, 2023
The paper underscores the need for including assertiveness skills training for international business students amidst the growing demand for other interpersonal skills such as empathetic communication, strong listening capabilities, conflict handling, and tackling difficult conversations. While these skills increasingly dominate the screening…
Descriptors: Experiential Learning, Assertiveness, Foreign Countries, Business Administration Education
Naoko Taguchi – Language Learning & Technology, 2023
This exploratory study adopted immersive virtual reality (VR) technology to develop a task assessing college students' intercultural competence, specifically their ability to mediate an intercultural conflict. Participants were 22 students enrolled in the intercultural communication class in a U.S. university. They first completed a pre-conflict…
Descriptors: Computer Simulation, Evaluation, Intercultural Communication, Mediation Theory
Scott R. Bartholomew; Nathan Pehrson – Technology and Engineering Teacher, 2023
A group of adults, dressed in authentic medieval costumes, organize and stage a full-scale battle at a local park; weapons (made from foam), roles, and medieval speech are all part of the event. This is known as "Live Action Role Play" -- more commonly referred to as "LARP." Although many settings and scenarios have been used…
Descriptors: Role Playing, Learning Activities, Engineering Education, Design
Hermann Härtel – European Journal of Physics Education, 2021
The traditional treatment of the electric circuit in textbooks can be criticized in at least three respects: A) Knowledge of the global aspects of the electric circuit as a system is essential for a deeper understanding. However, this is not sufficiently emphasized. B) The presentation of the term "potential difference" or…
Descriptors: Energy, Class Activities, Science Instruction, Scientific Concepts
Banu Avsar Erumit; Bahadir Namdar; Aysegül Oguz Namdar – International Journal of Science Education, 2024
This mixed-methods study explored changes in preservice teachers' (PSTs) understanding of the nature of science (NOS) and their values as global citizens after a place-based intervention augmented with role-play activities concerning climate change. The study further probed how these values manifested during role-play improvisations, where…
Descriptors: Preservice Teachers, Global Approach, Citizenship Education, Scientific Principles
Marian Reiff; Alaina Spiegel; Elizabeth Williams; Brinda Ramesh; Soumya Madabhushi; Batsirai Bvunzawabaya – Journal of College Student Mental Health, 2024
While gatekeeper trainings have demonstrated their effectiveness in appraisals of preparedness, efficacy, and intention to intervene, evidence has been lacking regarding gatekeeper behaviors in real life. The I CARE training aims to increase intervention in real-world situations involving suicidality through informational and experiential…
Descriptors: Intervention, Suicide, Experiential Learning, Skill Development
Pei-Zhen Chen; Ting-Chieh Chang; Ching-Lin Wu – Educational Studies, 2024
In previous research, gamified classroom management has been found to improve high school students' classroom participation. This study applied gamification classroom management through a "Class of Oz" in an elementary school to cultivate students' learning. Two classes were randomly assigned to the experimental group, and the other two…
Descriptors: Role Playing, Gamification, Classroom Techniques, Student Motivation
Elizabeth Klein – Language and Literacy Spectrum, 2024
Play is essential to the healthy growth and development of children. As children play, they explore new roles, try out new ideas, and bond with each other. Play increases language, cognitive, and social skills. How can the power of play be harnessed and shaped for educational purposes? How can teachers infuse play into the classroom to improve…
Descriptors: Reading Instruction, Play, Teaching Methods, Reading Motivation
Gergana Todorova; John E. Barbuto Jr. – Journal of Management Education, 2024
Conflict expression describes the way people convey opposition across six types (debate, argue, tease, dismiss, complain, and disguise). The concept has garnered increased attention among management scholars, but experiential exercises to guide instruction are needed. This paper presents an engaging activity that encourages participants to…
Descriptors: Experiential Learning, Instruction, Conflict, Conflict Resolution
Amanda I. Seligman; Jaclyn J. Kelly – History Teacher, 2024
This paper is based on the first two iterations of the Twitter reenactment in "History 450: The Growth of Metropolitan Milwaukee," taught at the University of Wisconsin-Milwaukee (UWM) in Fall 2020 and 2021. According to the authors, they did not come up with the Twitter reenactment as a pedagogical tool on their own. This paper…
Descriptors: Cultural Activities, History Instruction, Role Playing, Social Media
April Toadvine – College Teaching, 2024
In this adaptable activity, students add research about other regions and cultures to the traditional role-play. Students are given a character, research the lives of people in the area and the issues affecting them, and then develop their ideas about what that character might think about those issues. Giving them the chance to research and learn…
Descriptors: Cultural Awareness, Interpersonal Competence, Learning Activities, Role Playing
Garcia, Antero – Reading Research Quarterly, 2020
The author explored the literacy practices in tabletop gaming communities. Focusing on the role of spatiality and materiality in nondigital contexts, this study broadens how literacies research engages with sociocultural analysis of primarily analog settings. Building on experiences in playing the role-playing game Dungeons & Dragons, the…
Descriptors: Games, Role Playing, Learning Processes, Story Telling
Luck, Kally M.; Lerman, Dorothea C.; Williams, Sarah D.; Fletcher, Victoria L. – Journal of Behavioral Education, 2022
Training teachers to select and implement appropriate function-based interventions may reduce their reliance on behavior specialists and other support staff to help manage their students' problem behavior in the classroom. Most prior studies on this type of training evaluated outcomes by measuring teachers' verbal report rather than their…
Descriptors: Special Education Teachers, Training, Intervention, Identification
Lasley, Joe – New Directions for Student Leadership, 2022
This article describes a developmental framework for the application of role-playing games (RPGs) in leadership learning. RPGs relate to leadership learning on a range of levels from individual development, to team building, to parallel group processes. The variety and depth of learning and development potential in RPGs is very exciting,…
Descriptors: Educational Games, Role Playing, Leadership Training, Teamwork