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Juan P. Dabdoub; Daniela Salgado; Aurora Bernal; Marvin W. Berkowitz; Aitor R. Salaverría – Journal of Moral Education, 2024
This paper presents two leadership training programs focused on redesigning schools to promote student character development and advocates for their suitability to promote character education in diverse cultural contexts. This is especially relevant for researchers, practitioners, and policy makers who are searching for replicable interventions to…
Descriptors: Values Education, Instructional Design, Teaching Methods, Leadership Training
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Trucks, Jesica; Schmoll, Shannon; Hinko, Kathleen; Lopez, Gloria – Journal of Museum Education, 2022
During the COVID-19 pandemic, informal learning environments (ILEs) were forced to move programming online for the safety of staff and visitors. The Big Astronomy Project responded to the pandemic by releasing a planetarium show as a virtual YouTube 360 stream. This project was also utilized in the late stages of the pandemic in-person at…
Descriptors: Astronomy, Science Education, Audiences, Recreational Facilities
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Renée DePalma; Juan-Miguel Ortega-Herráez; Maribel Del-Pozo-Triviño; María-Isabel Abril-Martí – Interpreter and Translator Trainer, 2024
Non-governmental development organizations (NGDOs) are responsible for ensuring basic human rights for socially marginalised people. In situations of migration, people's opportunity to regularise their migratory status and to secure their fundamental rights to key public services is entirely dependent on communication with the local…
Descriptors: Translation, Program Descriptions, Second Language Learning, Second Language Instruction
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Chan, Wendy – Journal of Experimental Education, 2021
Statisticians have developed propensity score methods to improve generalizations from studies that do not employ random sampling. However, these methods rely on assumptions whose plausibility may be questionable. We introduce and discuss bounding, an approach that is based on alternative assumptions that may be more plausible. The bounding…
Descriptors: Generalization, Statistics Education, Guidelines, Simulation
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Smith, Peter K.; Thompson, Fran; Jessel, John; Kožuchová, Andrea; Ferreira, Irene; Idriceanu, Gabriela; Menesini, Ersilia; Miklosz, Margaret; de Villanueva, Marian – Journal of Psychologists and Counsellors in Schools, 2020
Cybermentoring refers to virtual peer support in which young people themselves are trained as cybermentors and interact with those needing help and advice (cybermentees) online. This article describes the training in, and implementation of, a cross-national cybermentoring scheme, Beatbullying Europe, developed in the United Kingdom. It involved…
Descriptors: Mentors, Computer Simulation, Peer Relationship, Workshops
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Sumei Wu; Meei-Ling Liaw – Language Learning & Technology, 2025
In telecollaboration research, scholars have broadened their focus from the purely linguistic details of online intercultural encounters to include its multimodal dimensions. Yet, no study to date has explored spatial repertoires, namely the totality of semiotic resources (e.g., speech, image, objects) embedded in a particular environment and used…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Language Teachers
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Dominguez, Amanda M.; Feldman, Marina; Battey, Dan; Palpacuer Lee, Christelle; Hunsdon, Jessica – Mathematics Teacher: Learning and Teaching PK-12, 2022
During a typical family mathematics night (FMN), families are invited to a school, and parents and guardians work on mathematics activities with their children while teachers facilitate activities and share information on how to better support children in their mathematical development. How might this engagement change when information is not…
Descriptors: Mathematics Instruction, COVID-19, Pandemics, Multilingualism
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Hewat, Sally; Penman, Adriana; Davidson, Bronwyn; Baldac, Stacey; Howells, Simone; Walters, Joanne; Purcell, Alison; Cardell, Elizabeth; McCabe, Patricia; Caird, Emma; Ward, Elizabeth; Hill, Anne E. – International Journal of Language & Communication Disorders, 2020
Background: Simulation-based learning provides students with a safe learning environment, guaranteed exposure to specific clinical scenarios and patients, time for reflection and repetition of tasks, and an opportunity to receive feedback from multiple sources. Research including studies specific to allied health training programmes have…
Descriptors: Speech Language Pathology, Simulation, Feedback (Response), Anxiety
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Baralt, Melissa; Doscher, Stephanie; Boukerrou, Lakhdar; Bogosian, Biayna; Elmeligi, Wessam; Hdouch, Youcef; Istifan, Jamil; Nemouch, Abdelhak; Khachatryan, Taron; Elsakka, Noha; Arana, Fernando; Perez, Giancarlo; Cobos-Solis, Jonathan; Mouchane, Salah-Eddine; Vassigh, Shahin – Journal of International Students, 2022
This article presents on a multi-institution project that explains the design and development of Virtual Tabadul, an Arabic and English foreign language exchange program amongst 1,200 U.S. and Middle East and North Africa (MENA) college-aged youth. The program involves faculty, staff, and students at four institutions: Florida International…
Descriptors: Second Language Learning, Second Language Instruction, College Students, Institutional Cooperation
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Ata, Erol – Universal Journal of Educational Research, 2018
The belief, which includes the ability of doing something effectively, is self-efficacy. In this study, effective learning were intended to provide the participants, by using simulation and micro-teaching techniques from current method and approaches considering internationals standarts in growing school leaders. In this context, the purpose of…
Descriptors: Self Efficacy, Microteaching, Administrator Education, Administrator Attitudes
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Aransyah, Muhammad Fikry; Fourqoniah, Finnah; Riani, Lilia Pasca – Journal of Social Studies Education Research, 2023
The aim of this study was to develop a student entrepreneurship education model that integrates the design thinking model into the creative problem-solving process and finds solutions to problems through Lean Canvas. The solutions generated can be translated into a unique value proposition substantiated by ownership of a competitive advantage that…
Descriptors: Entrepreneurship, Competition, Problem Solving, Business Administration Education
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Gray, Colin M. – Design and Technology Education, 2021
Our undergraduate UX program at Purdue University launched in 2016 as one of the first UX-focused undergraduate degree programs in the United States, intentionally designed to support the unique characteristics of a residential, research-intensive, land-grant institution. We designed multiple overlapping studio experiences that formed multiple…
Descriptors: Educational Change, Design, Undergraduate Students, Online Courses
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Laranjeiro, Dionísia – Education Sciences, 2021
Recent studies indicate tablets as the preferred devices of preschool children, due to portability, autonomy of use and variety of apps. There is also extensive evidence of the contributions of digital technologies in different areas of learning at these ages. The Aprender XXI project aimed to develop game-based learning apps, with content…
Descriptors: Telecommunications, Handheld Devices, Computer Software, Computer Games
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Gustave Weltsek – International Journal of Designs for Learning, 2021
Z402 Youth Theatre Tour was designed from a critical performative pedagogical positioning (Weltsek, 2019). Here learning emerges from how individuals and communities perform their emergent identities as they cross literal and metaphorical socio-cultural borders. Z402 resulted in a 100% student created new play, parallel workshop, and study guide.…
Descriptors: Pandemics, COVID-19, Theater Arts, Self Concept
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Graham, Kendra; Anderson, James; Rife, Conrad; Heitmeyer, Bryce; Patel, Pranav R.; Nykl, Scott; Lin, Alan C.; Merkle, Laurence D. – IEEE Transactions on Learning Technologies, 2020
Cyberspace odyssey (CSO) is a novel serious game supporting computer networking education by engaging students in a race to successfully perform various cybersecurity tasks in order to collect clues and solve a puzzle in virtual near-Earth three-dimensional space. Each team interacts with the game server through a dedicated client presenting a…
Descriptors: Computer Networks, Information Security, Task Analysis, Computer Games
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