NotesFAQContact Us
Collection
Advanced
Search Tips
Publication Date
In 20250
Since 20240
Since 2021 (last 5 years)0
Since 2016 (last 10 years)2
Since 2006 (last 20 years)7
Audience
Teachers1
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Showing all 7 results Save | Export
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Daniel J. Anderson – Analytic Teaching and Philosophical Praxis, 2019
Getting individuals to invest in reason is often an uphill battle for Community of Philosophical Inquiry (CPI) practitioners, especially when the CPI experience does not straightforwardly model decision-making outside the classroom. Intermittently using roleplaying games (RPG's) to conduct CPI's may help in this regard, as it provides individuals…
Descriptors: Philosophy, Communities of Practice, Thinking Skills, Role Playing
Peer reviewed Peer reviewed
Direct linkDirect link
Tsakpounidou, Kalliopi; Loutrari, Ariadne; Tselekidou, Freideriki; Baskini, Maria; Proios, Hariklia – Health Education Journal, 2020
Background: Stroke is a worldwide leading cause of disability, and around 50 million people are affected by stroke annually. Public stroke educational and awareness programmes can make a great deal of difference. Young children are in key position to seek urgent medical care if grandparents suffer a stroke, as grandparents are often their…
Descriptors: Health Education, Role Playing, Participatory Research, Action Research
Peer reviewed Peer reviewed
Direct linkDirect link
Chen, Hsiang-Ping; Lien, Chi-Jui; Annetta, Len; Lu, Yu-Ling – Educational Technology & Society, 2010
This study develops an educational computer game, FORmosaHope (FH), to explore the influences that an educational computer game might have on children's cultural identities. FH is a role-playing game, in which children can actively explore a mini-world to learn about science, technology, and society. One hundred and thirty sixth-graders, about…
Descriptors: Experimental Groups, Control Groups, Quasiexperimental Design, Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
Dickey, Michele D. – Educational Technology Research and Development, 2011
The purpose of this study is to address the pragmatics of integrating virtual worlds for teaching and learning for K-12 education. Specifically this qualitative investigation focuses on a reflective dialogue gathered from a group of K-12 (primary and secondary school) educators about their experiences using both "Active Worlds Educational…
Descriptors: Elementary School Teachers, Secondary School Teachers, Educational Technology, Barriers
Bender, William N.; Waller, Laura – Solution Tree, 2011
In "RTI & Differentiated Reading in the K-8 Classroom," the authors argue that whole-group reading instruction in general education classes is no longer an appropriate learning environment. They outline three innovations that educators can integrate to dramatically improve reading instruction from kindergarten through the upper elementary…
Descriptors: Educational Technology, Individualized Instruction, Reading Instruction, Study Guides
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Enz, Sibylle; Zoll, Carsten; Vannini, Natalie; Schneider, Wolfgang; Hall, Lynne; Paiva, Ana; Aylett, Ruth – Electronic Journal of e-Learning, 2008
Addressing the problems of bullying in schools, this paper presents a novel and highly innovative pedagogical approach, building on the immersive power of virtual role-play. Educational role-play is widely accepted as a powerful instrument to change attitudes and behaviour, but faces some difficulties and disadvantages when applied to sensitive…
Descriptors: Bullying, Elementary School Students, Prevention, Intervention
Peer reviewed Peer reviewed
Direct linkDirect link
Merchant, Guy – Educational Research, 2010
Background: Although much has been written about the ways in which new technology might transform educational practice, particularly in the area of literacy learning, there is relatively little empirical work that explores the possibilities and problems--or even what such a transformation might look like in the classroom. 3D virtual worlds offer a…
Descriptors: Social Control, Educational Practices, Educational Change, Literacy