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Haydon, Todd; Musti-Rao, Shobana; McCune, Ashley; Clouse, Diane E.; McCoy, Dacia M.; Kalra, Hilary D.; Hawkins, Renee O. – Intervention in School and Clinic, 2017
There has been growing interest in the field of education regarding the use of technology in classrooms to improve student outcomes. Specifically, researchers have demonstrated positive outcomes for using mobile technology with students with autism spectrum disorder (ASD). Fewer studies have used mobile technology with students with emotional and…
Descriptors: Video Technology, Telecommunications, Handheld Devices, Interpersonal Competence
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Donnelly, Colleen E. – CEA Forum, 2017
Students often find it difficult to understand literature of another era and a world that differs from their own. From interacting with illuminated manuscript pages to conducting a mock trial, this article discusses ways in which visual and active learning techniques can be used to engage students in medieval literature and culture.
Descriptors: Medieval Literature, Visual Aids, Active Learning, Learning Strategies
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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Tympa, Eleni; Karavida, Vasiliki; Filippa, Vasiliki – Journal of Educational Issues, 2021
The aim of the study was to examine whether participation of academic students in experiential activities during their semester lessons could facilitate their learning and improve their exam performance. The study involved 68 students of an Early Years Learning & Care Department, who volunteered and committed to attend all semester lessons.…
Descriptors: Foreign Countries, Student Attitudes, Program Effectiveness, Teaching Methods
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Huggins, Kristin Shawn; Klar, Hans W.; Andreoli, Parker M. – Educational Administration Quarterly, 2021
Purpose: The purpose of this article is to examine how the leadership coaching capacities of experienced school leaders can be developed to support less-experienced school leaders to lead continuous improvement efforts. In this article, we report the findings of a 2-year study of experienced school leaders who developed their leadership coaching…
Descriptors: Leadership Training, Coaching (Performance), Instructional Leadership, Faculty Development
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Zajchowski, Chris A. B.; Riley, Michael J.; Meerts-Brandsma, Lisa – Schole: A Journal of Leisure Studies and Recreation Education, 2021
We assessed the efficacy of the educational simulation Quagmire to deliver curriculum focused on park and protected area management in a time of record visitor use. Specifically, our study evaluated how Quagmire prepared contemporary students to maximize field-based learning during a week-long experience at Capitol Reef National Park, USA (Capitol…
Descriptors: Situated Learning, Experiential Learning, Field Trips, Simulation
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Holenko Dlab, Martina; Candrlic, Sanja; Pavlic, Mile – Journal of Information Technology Education: Innovations in Practice, 2021
Aim/Purpose: During the education of future engineers and experts in the field of computer science and information communication technology, the achievement of learning outcomes related to different levels of cognitive ability and knowledge dimensions can be a challenge. Background: Teachers need to design an appropriate set of activities for…
Descriptors: Undergraduate Students, Computer Science Education, Engineering Education, Formative Evaluation
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Pereira, Audrey S.; Wahi, Monika M. – Online Learning, 2021
Research has established that "cognitive rehearsal," (CR) or the visualization of application of a behavioral response to a situation, can increase self-efficacy through vicarious experience, but is challenging to induce online. Online higher education curricula can include collaborative game-based learning (GBL) in the form or…
Descriptors: Role Playing, Game Based Learning, Cooperative Learning, Online Courses
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Elouaf, Leila; Lotf, Said; Talbi, Mohammed – Education Sciences, 2021
We endeavor through this work to demonstrate the effects of the introduction of neuroeducation data in schools and their application, via an experiment of neuropedagogical methods, to respond to the hypothesis that the contribution of neuroeducation may be beneficial for learning. During this study we designed four neuropedagogical methods and to…
Descriptors: Neurosciences, Teaching Methods, Psychoeducational Methods, Scores
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Lo, Jane C. – Social Education, 2018
Differences of opinion are inherent in controversial issues, because controversy arises when reasonable people disagree about the best way to reach a solution to a problem. However, social studies teachers tend to shy away from disagreements because they want to avoid upsetting students or parents by bringing up controversial topics in the…
Descriptors: Role Playing, Controversial Issues (Course Content), History, Social Studies
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Ke, Fengfeng; Moon, Jewoong – British Journal of Educational Technology, 2018
Using OpenSimulator, we constructed a 3D virtual playground that affords competition-themed social gaming, role-play gaming and design-themed architectural gaming among high-functioning autistic (HFA) children. A mixed-method, multi-case study was conducted to examine the association between the game task and setting features, learners'…
Descriptors: Correlation, Computer Simulation, Role Playing, Interpersonal Relationship
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Christie, Simon – set: Research Information for Teachers, 2018
This article reflects on a school's approach to gamifying the Royal Society Te Aparangi's First CREST Award. The article explains how CREST was reconceived as a quest using elements of live action role playing (LARP) and gamification, and the tools that were used to do this. It describes how progress was measured using a points system and the…
Descriptors: Foreign Countries, Teaching Methods, Play, Role Playing
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Etherington, Matthew – Art Education, 2018
In this article Matthew Etherington shares his experiences, successes, and challenges in implementing a 7th-grade fashion design unit in which he attempts to realize his curricular vision through critical visual culture pedagogy and role-playing. During the 4-week lesson period, Etherington's instructional checkpoints were broken into three main…
Descriptors: Clothing, Role Playing, Grade 7, Art Education
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Bossér, Ulrika; Lindahl, Mats Gunnar – EURASIA Journal of Mathematics, Science and Technology Education, 2020
Student-active science teaching that includes interactions among students is suggested to support students' reasoning skills. However, little is known about what are the beneficial modes of interaction to support learning. In the present study, we investigated how different types of classroom discussion on socioscientific issues can encourage…
Descriptors: Student Attitudes, Secondary School Students, Public Schools, Adolescents
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Hsiao, Hsien-Sheng; Tsai, Fu-Hsing; Hsu, I.-Ying – Journal of Educational Computing Research, 2020
Past studies have suggested that young people lack knowledge regarding food safety, and that food safety education is appropriate for integration into science education since it often involves science knowledge. Thus, this study combined the methods of inquiry-based and game-based learning to develop a computer detective game, called the Poison…
Descriptors: Computer Games, Educational Games, Safety Education, Food
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