Publication Date
In 2025 | 29 |
Since 2024 | 146 |
Since 2021 (last 5 years) | 483 |
Since 2016 (last 10 years) | 1077 |
Since 2006 (last 20 years) | 2212 |
Descriptor
Source
Author
Publication Type
Education Level
Audience
Practitioners | 796 |
Teachers | 683 |
Students | 124 |
Researchers | 60 |
Administrators | 26 |
Counselors | 18 |
Parents | 9 |
Media Staff | 5 |
Community | 4 |
Support Staff | 3 |
Policymakers | 2 |
More ▼ |
Location
Australia | 106 |
Canada | 86 |
United Kingdom | 78 |
California | 54 |
United Kingdom (England) | 50 |
Turkey | 39 |
Germany | 38 |
United States | 38 |
New York | 37 |
China | 34 |
Taiwan | 33 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Does not meet standards | 4 |
Ortmann, Lisa L.; Brodeur, Katherine; Massey, Susan L. – Reading Horizons, 2020
Literacy coaches need support developing their professional capacities for coaching (Kern et al., 2018). This study explored the ways novice literacy coaches developed literacy coaching discourses during coursework in two reading specialist master's degree programs. Through qualitative and discourse analysis of transcribed coaching videos and…
Descriptors: Literacy, Coaching (Performance), Profiles, Role Playing
Parrish, John M.; Schwartz, Devra – Journal of Political Science Education, 2020
Simulation pedagogies, while offering powerful potential benefits to students, often have difficulty in combining two desirable outcomes: experiencing the consequential stakes associated with true crisis situations, on the one hand, with the direct relatability associated with more "realistic" hands-on scenarios, on the other. In this…
Descriptors: Ethics, Natural Disasters, Teaching Methods, College Faculty
Exploring the Effects of Designing a Role-Playing Game with Single and Peer Mode for Campus Learning
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
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
Mørch, Anders I. – International Journal of Information and Learning Technology, 2020
Purpose: The present study proposes action-breakdown-repair (ABR) as a pedagogical model and 3D virtual worlds as technology, to bridge the gap between curricular goals and students out of school technology experiences, referred to as the educational gap. Design/methodology/approach: A qualitative study combining design-based research (DBR) and a…
Descriptors: Models, Computer Simulation, Technology Uses in Education, Computer Games
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
Lee, I-Jui – Interactive Learning Environments, 2021
Children with autism spectrum disorder (ASD) often find it difficult to communicate using body language and facial expressions to respond appropriately socially. This negatively affects the quality of their everyday social life. Children with ASD can learn to socially interact with virtual three-dimensional (3D) characters in animated games…
Descriptors: Autism, Pervasive Developmental Disorders, Interpersonal Communication, Interpersonal Competence
Karwowski, Maciej; Zielinska, Aleksandra; Jankowska, Dorota M. – Review of Research in Education, 2022
Creativity is a vital topic of various educational discourses, yet the support it receives within the school system is insufficient. This chapter focuses on four particular ways of making creativity more democratized, salient, and accessible in school settings. We start by exploring the educational benefits of egalitarian theoretical approaches to…
Descriptors: Creativity, Meta Analysis, Educational Psychology, Imagery
Al-Gahtani, Saad – Foreign Language Annals, 2022
This study explored the development of L2 learners' interactional competence in Arabic when making requests. Combining a longitudinal and cross-sectional design, it closely examined how learners' language proficiency affected their use of multiple requests in daily-life interactions. Participants included L2 learners (n = 40) and Saudi Arabic…
Descriptors: Semitic Languages, Communicative Competence (Languages), Second Language Learning, Second Language Instruction
Angelianawati, Luh – Journal of English Teaching, 2019
Due to the many potential benefits and drama can offer in language learning, there has been a growing interest to use drama in ESL/EFL classrooms. However, the practice still causes many difficulties to both teachers and students due to several factors. This article reviews current theories and research findings on the use of drama in ESL/EFL…
Descriptors: Drama, Second Language Learning, Second Language Instruction, English (Second Language)
Bandyopadhyay, Subir; Szostek, Jana – Journal of Education for Business, 2019
Critical thinking is a skill that potential employers expect all graduates to possess. Hence, most business management programs consider critical thinking as an important student learning goal. Unfortunately, there is ambiguity about how to best assess critical thinking, both as a skill and a learning outcome. The authors empirically demonstrate…
Descriptors: Critical Thinking, Business Administration Education, College Students, Student Evaluation
Kirby, Cait S.; Fedesco, Heather N. – To Improve the Academy, 2020
All instructors bring a set of unconscious or implicit biases to the classroom. These biases can negatively impact the way they interact with students, thus affecting important student outcomes (e.g., grades, sense of belonging). Facilitators leading programming on inclusive teaching may struggle to identify strategies they should include in…
Descriptors: Teacher Attitudes, Consciousness Raising, Inclusion, Bias
Fisher, Wayne W.; Luczynski, Kevin C.; Blowers, Andrew P.; Vosters, Megan E.; Pisman, Maegan D.; Craig, Andy R.; Hood, Stephanie A.; Machado, Mychal A.; Lesser, Aaron D.; Piazza, Cathleen C. – Journal of Applied Behavior Analysis, 2020
Parents play an important role in the treatment of their children's symptoms of autism spectrum disorder (ASD); thus, developing effective, efficient, socially acceptable, and accessible procedures for training parents to implement applied-behavior-analysis (ABA) interventions is critically important. One potential approach involves delivering…
Descriptors: Autism, Pervasive Developmental Disorders, Parent Role, Parent Education
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
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