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Showing 1 to 15 of 33 results Save | Export
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Arturo Cortez; José Ramón Lizárraga; Edward Rivero – Reading Research Quarterly, 2024
This article reports on findings from a social design-based study conducted with an intergenerational group of youth, educators and researchers participating in the Learning to Transform (LiTT) Gaming Lab. We advance the notion of AlgoRitmo Literacies, to highlight the ingenuity of youth and educators as they used a tool called Character AI to…
Descriptors: Algorithms, Artificial Intelligence, Latin American Culture, Literacy
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Zhong, Lin – Journal of Educational Computing Research, 2023
Engagement in educational games was conceptualized as four dimensions but few studies have examined the four dimensions together. Additionally, game features vary greatly in different game genres that demand different engagement dimensions. However, engaging game features were studied in general and did not inquire specific game genres in extant…
Descriptors: Learner Engagement, Educational Games, Computer Games, Cognitive Ability
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Helena Carvalho; Patricia A. Halpin; Elke Scholz-Morris; Rosa de Carvalho; Daniel Contaifer Jr. – Advances in Physiology Education, 2025
Dramatization, a teaching method where each student acts out or mimics a cell or body parts while the entire group represents the physiological process was adapted to produce original teaching videos paired with a pretest that activates memory and a posttest to prevent misconceptions. Three physiology instructors collaborated on Zoom to create six…
Descriptors: Role Playing, Physiology, Visualization, Teaching Methods
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Aleksandr N. Veraksa; Nikolay N. Veresov; Vera L. Sukhikh; Margarita N. Gavrilova; Valeriya A. Plotnikova – International Journal of Early Childhood, 2024
The purpose of this study was to determine what types of play ensure stable progress in executive functions in preschoolers. Experimental design included six study groups according to the type of play: role play (Free Play group, Adult-Directed Play group, Child-Directed Play group), play with rules, digital play, and control group. All groups…
Descriptors: Play, Executive Function, Preschool Children, Preschool Education
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Kai-Yi Chin; Yen-Lin Chen – Interactive Learning Environments, 2023
Using digital learning content to realize learning in games is a rapidly-developing direction of interest for teachers and researchers. This study has developed a digital role-playing gaming system to review Social Studies course content to a fifth Grade class at an elementary school. It allows students to experience the historical storyline of…
Descriptors: Role Playing, Video Games, Academic Achievement, Student Motivation
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Marziyeh Yousefi; Hossein Nassaji – Language Teaching Research Quarterly, 2024
This paper presents findings from a quasi-experimental study that examined the effect of corrective feedback (CF) on L2 pragmatics, specifically comparing Face-to-Face (FF) and Technology-Mediated (TM) modes. The study involved a total of forty-four ESL students from three parallel intact classes. The primary focus of this paper is to report the…
Descriptors: Second Language Learning, Feedback (Response), Pragmatics, In Person Learning
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Karaosmanoglu, Gökhan; Metinnam, Ihsan – Education Quarterly Reviews, 2022
In drama lessons based on improvisation and role playing, participants express themselves spontaneously, take on various roles and act out by pretending. With improvisation, which is one of the two basic strategies used together with role playing in drama, the participants act in accordance with the designed dramatic fiction. The goal of this…
Descriptors: Drama, Electronic Learning, Role Playing, Undergraduate Students
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Naska Goagoses; Heike Winschiers-Theophilus; Selma Auala; Nicolas Pope; Erkki Rötkönen; Helvi Itenge; Calkin Suero Montero; Tomi Suovuo; Erkki Sutinen – Technology, Knowledge and Learning, 2025
Mixed reality (MR) provides new opportunities and affordances for fostering student engagement in remote learning. The current qualitative case study set out to (1) explore teachers' perspective of academic engagement in traditional classrooms, (2) explore how teachers' and students' envision engaging lessons using MR for remote learning, and (3)…
Descriptors: Distance Education, Computer Simulation, Learner Engagement, Teacher Attitudes
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Gagan Bajaj; Ciraj Ali Mohammed; Soumendra Sahoo; Abhijit Datta; Dinesh Badyal; Tejinder Singh – Innovations in Education and Teaching International, 2024
Educators worldwide are seeking innovative teaching strategies for engaging remote learners. This study explores the impact of an online role-play on students' perceptions regarding Interprofessional education (IPE) and the usage of online role-play as a pedagogic approach. An online role-play for introducing fundamentals of IPE was organised as…
Descriptors: Graduate Students, Medical Students, Role Playing, Foreign Countries
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Wing Yee Jenifer Ho; Kevin W. H. Tai – International Journal of Bilingual Education and Bilingualism, 2024
Language learning through online platforms is becoming increasingly popular. The technological affordances of YouTube provide a translanguaging space for learners and teachers alike to bring their different identities, experiences and histories and create a coordinated performance (Li 2011, "Moment Analysis and Translanguaging Space:…
Descriptors: Translation, Code Switching (Language), Electronic Learning, Instructional Films
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Tan, Hock Siew – Biochemistry and Molecular Biology Education, 2021
Many universities resort to online teaching due to COVID-19 pandemic. It is a challenging endeavor, especially in Molecular Biology courses that require lab access. Mock grant application roleplay is one alternative to lab-based activities. Students are engaged in three aspects: (i) targeted literature review, (ii) research proposal writing and…
Descriptors: Molecular Biology, Role Playing, Proposal Writing, Science Laboratories
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Xiao-Ming Wang; Wen-Qing Zhou; Gwo-Jen Hwang; Shi-Man Wang; Tong Huang – Educational Technology & Society, 2024
Knowing the factors affecting students' learning achievement in digital learning is a crucial educational issue nowadays. However, recent research has paid less attention to how an individual's internal factors (prior knowledge) influence their learning achievement through cognitive engagement, and previous studies generally employed students'…
Descriptors: Electronic Learning, Prior Learning, Cognitive Processes, Learner Engagement
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Hung-Yu Chan; Shu-Wei Liu; Huei-Tse Hou – Interactive Learning Environments, 2024
This study developed an online role-playing history education game with real-person NPCs (Non-Player Characters). The game features real people playing NPC characters, and provides a multi-dimensional scaffolding mechanism with realistic story and historical scenes, allowing learners to engage in strategic planning and problem solving during a…
Descriptors: Educational Games, Scaffolding (Teaching Technique), Electronic Learning, Play
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DeJaynes, Tiffany – International Journal of Information and Learning Technology, 2022
Purpose: The following article examines the playful composing practices of two youth who built on their backgrounds as fan fiction writers, role-players, visual artists and gamers to co-author a multimodal novel across mediated spaces for composing throughout their high school careers. Design/methodology/approach: The study draws on…
Descriptors: Play, Creative Writing, Fiction, Role Playing
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Rebecca K. Y. Lee; Bernard Y. N. Ng; Minghui Daisy Chen – Biochemistry and Molecular Biology Education, 2025
During COVID-19 pandemic, there was a change in the teaching mode from face-to-face to online teaching. It was especially challenging for teachers to motivate students to learn through distance learning. This shift in teaching mode also lowered student-student and student-teacher interactions. In this project, a biochemistry courseware,…
Descriptors: COVID-19, Pandemics, Independent Study, Cooperative Learning
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