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Showing 1 to 15 of 55 results Save | Export
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Cain, William; Henrikson, Danah – Educational Research: Theory and Practice, 2022
The following design case describes the introduction of two complementary pedagogical strategies to an EdD course on Instructional Design Application: student role play and negotiation between student design teams. The case describes the thinking behind, and implementation of, these strategies in relation to the overall redesign of an existing…
Descriptors: Instructional Design, Role Playing, Creative Thinking, College Students
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Jessica Hammer; Moyra Turkington – International Journal of Designs for Learning, 2021
Role-playing games offer powerful opportunities for players to engage with history, such as allowing players to fictionally situate themselves in a historical period. When it comes to the Holocaust, however, games face serious issues such as the potential trivialization of the Holocaust or players learning to blame the victims. In this design…
Descriptors: Role Playing, Death, Jews, Educational History
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Enilda Romero-Hall; Renee Patrick; Gül Sahin – International Journal of Designs for Learning, 2019
This paper describes the design and development of ERAS, an experiential role-playing aging simulation. This webbased tool was designed for psychology students to engage in a role-playing experience that serves to increase individuals' empathy toward the elderly, as they learn about aging. In ERAS, the learners take on the role of aging…
Descriptors: Role Playing, Aging (Individuals), Ethnicity, Perspective Taking
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Kerrigan, John; Aghekyan, Rosa – International Journal of Teaching and Learning in Higher Education, 2022
This paper explores the effective online teaching practices and activities used for an asynchronous online learning environment. During the 15-week semester, students had various opportunities to learn rigorous content while utilizing various technological tools. The course, called "How People Learn," offered diverse and exciting…
Descriptors: Online Courses, Teaching Methods, Asynchronous Communication, Learning Processes
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Oliver, Kyle Matthew – Teaching Theology & Religion, 2019
This article presents a pedagogical approach to training seminarians for faith leadership in the era of what Heidi Campbell has called "networked religion." It argues that the increasing digital mediation of religious practice, expression, and community represents an opportunity for students to explore and inhabit ministry sites and…
Descriptors: Theological Education, Church Related Colleges, Social Change, Religion
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Cattaneo, Alberto A. P.; van der Meij, Hans; Aprea, Carmela; Sauli, Florinda; Zahn, Carmen – Interactive Learning Environments, 2019
In this article, we provide a conceptual model for the design of instructional scenarios integrating hypervideo as an instructional tool. The model provides a structural aid for making design decisions about using hypervideo in instruction. We start by introducing the theoretical rationale for hypervideo as a tool, exploiting three different…
Descriptors: Instructional Design, Vignettes, Hypermedia, Interactive Video
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Stan, Adina; Armat, Mahnaz; Leigh, Elyssebeth; Rosser, Elizabeth; Hayes, Nikki – IAFOR Journal of Education, 2017
Electronically mediated technologies are prohibited from use in a major assessment component of a blended learning subject. This subject employs a multidisciplinary problem-based approach to explore international issues and perspectives using a rich blend of face-to-face, electronically mediated, individual and team-based activities. The…
Descriptors: Blended Learning, 21st Century Skills, Role Playing, Thinking Skills
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Dalziel, James; Conole, Grainne; Wills, Sandra; Walker, Simon; Bennett, Sue; Dobozy, Eva; Cameron, Leanne; Badilescu-Buga, Emil; Bower, Matt – Journal of Interactive Media in Education, 2016
The Larnaca Declaration on Learning Design arose from a 2012 meeting of experts in Larnaca, Cyprus who sought to provide a new theoretical foundation for the field of Learning Design, based on a synthesis of research and practice in the field to date. It begins by acknowledging the vast benefits that would arise from wider sharing of effective…
Descriptors: Foreign Countries, Instructional Design, Instructional Effectiveness, Educational Practices
Marfisi-Schottman, Iza; George, Sébastien – International Association for Development of the Information Society, 2014
Mobile Collaborative Learning Games combine all the ingredients necessary to attract students' attention and engage them in learning activities. However, designing a coherent scenario that combines mobility, game mechanics and collaborative learning is quite a challenge. In this article, we take the first step by proposing several game patterns…
Descriptors: Cooperative Learning, Electronic Learning, Educational Games, Learning Activities
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Raybourn, Elaine M. – International Journal of Game-Based Learning, 2011
The focus of the present paper is the design of multi-player role-playing game instances as crucible experiences for the exploration of one's emotional intelligence. Subsequent sections describe the design of game-based, intercultural crucible experiences and how this design was employed for training with members of the United States Marine Corps…
Descriptors: Educational Games, Emotional Intelligence, Military Personnel, Intercultural Communication
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Dukes, Richard L.; Fowler, Sandra M.; DeKoven, Bernie – Simulation & Gaming, 2011
This article is written as a tribute to R. Garry Shirts who through his exemplary authorship and publication of gamed simulations was designated "Defender of the Playful". Garry Shirts was the master of creating the "Aha! Moment" in learning through "deep play". Among the many gamed simulations he designed, the…
Descriptors: Educational Games, Professional Recognition, Instructional Materials, Biographies
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Whitton, Nicola – Electronic Journal of e-Learning, 2012
Digital games have the potential to create active and engaging environments for learning, supporting problem-solving, communication and group activities, as well as providing a forum for practice and learning through failure. The use of game techniques such as gradually increasing levels of difficulty and contextual feedback support learning, and…
Descriptors: Educational Games, Adult Students, Teaching Methods, Computer Games
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Erlandson, Karen Thea – Communication Teacher, 2012
A fundamental concept in Intercultural Communication is developing an understanding of different cultural patterns. Understanding different value dimensions such as collectivism, power distance, and high versus low context cultures are important steps to gaining a facility in communicating cross-culturally. This article presents an activity that…
Descriptors: Fundamental Concepts, Intercultural Communication, Cultural Differences, Discussion (Teaching Technique)
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Stoerger, Sharon – Journal of Distance Education, 2010
Education technology proponents argue that tech-savvy students want active learning opportunities that enable them to produce, as well as consume, content. Some educators have responded to this rhetoric by appropriating virtual worlds such as Second Life (SL) for teaching and learning. While SL rewards exploration and experimentation, the…
Descriptors: Active Learning, Educational Technology, Learner Controlled Instruction, Educational Strategies
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Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Huang, Iwen; Tsai, Chin-Chung – Educational Technology Research and Development, 2012
In recent years, many researchers have been engaged in the development of educational computer games; however, previous studies have indicated that, without supportive models that take individual students' learning needs or difficulties into consideration, students might only show temporary interest during the learning process, and their learning…
Descriptors: Cognitive Style, Learning Motivation, Program Effectiveness, Natural Sciences
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