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Showing 1 to 15 of 34 results Save | Export
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Wright, J. Talmadge; Embrick, David G. – American Journal of Play, 2018
Computer game play has been criticized for disrupting family life by some who claim digital fantasy play alienates individuals from everyday interactions, even as others hold that such play increases sociability among players and their families. The authors argue that the truth about game play is more complex. They draw on research using…
Descriptors: Family Relationship, Role Playing, Computer Games, Criticism
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Wright, J. Talmadge – American Journal of Play, 2018
Critiquing and expanding Huizinga's theory of play in "Homo Ludens," the author argues for play as a means to access what is real and introduces a new model of play he calls the containment play expression (CPE) to challenge traditional notions about the opposition between play and work. This model, he contends, bridges this gap between…
Descriptors: Play, Role Playing, Computer Games, Social Theories
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Julie Rosenthal; Emily Carlisle-Johnston; Timothy Turriff – OTESSA Conference Proceedings, 2021
Social annotation and role-play are two pedagogical approaches that promote active, student-centred learning. In this paper, we report on how the two approaches were combined in a senior-level university course that aimed to reveal the multiple dimensions and complexity of policy development and decision-making for natural resource management. We…
Descriptors: Role Playing, Teaching Methods, Student Centered Learning, Active Learning
Reima Al-Jarf – Online Submission, 2024
Multimodal learning refers to teaching strategies that involve multiple sensory systems simultaneously. Teachers can create materials for students with different learning styles (auditory, visual, kinesthetic reading, and writing). Multimodal learning keeps students engaged, encourages them to apply what they learn in real-life situations,…
Descriptors: Grammar, Multimedia Instruction, Problem Solving, Student Projects
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Schieble, Melissa; Kucinskiene, Lolita – Journal of Adolescent & Adult Literacy, 2019
The authors drew on empirical data from a blogging project that brought English teachers from the United States and Lithuania together online to discuss the young adult novel "Between Shades of Gray" by Ruta Sepetys. The novel tells the story of a 15-year-old girl, Lina, and her family, who are forcibly separated and deported to a…
Descriptors: Empathy, Electronic Publishing, English (Second Language), Second Language Learning
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Goh, Shu Li – JALT CALL Journal, 2016
The rapid progress of technology has revolutionized learning and in the field of computer assisted language learning, the use of digital games has expanded significantly. One type of game that has been attracting interest is massively multiplayer online role-playing games (henceforth MMORPGs). Recent research has drawn attention to the potential…
Descriptors: Learning Strategies, Role Playing, Computer Games, Second Language Learning
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Geyer, Andrea M. – Journal of Chemical Education, 2014
This work discusses the design and implementation of two online case studies in a face-to-face general chemistry course. The case studies were integrated into the course to emphasize the need for science literacy in general society, to enhance critical thinking, to introduce database searching, and to improve primary literature reading skills. An…
Descriptors: Social Networks, Role Playing, Case Studies, Scientific Research
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Fong, Michelle – Journal of Information Technology Education: Research, 2015
There is a dearth of research into teaching strategies and learning approaches for units involving sensitive topics that can provoke an emotional response in students. In a business ethics unit, attempts to strike a balance between conceptual knowledge and theory and skills training can be challenging because the unit can involve personal,…
Descriptors: Foreign Countries, Ethical Instruction, Technology Uses in Education, Blended Learning
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Gonzalez-Gonzalez, Carina; Blanco-Izquierdo, Francisco – Computers & Education, 2012
In this paper we analyze the main areas of research into educational videogames and in the evolution of the technologies and design methodologies that are making these interactive systems increasingly natural, immersive and social. We present the design and development of a prototype for a collaborative educational videogame based on a Massively…
Descriptors: Video Games, Secondary Education, Online Systems, Educational Games
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Raymond, Chad – Journal of Political Science Education, 2012
Institutions of higher learning are increasingly asked to defend curricular and pedagogical outcomes. Faculty must demonstrate that simulations are productive tools for learning, but a review of the literature shows that the evidence of their effectiveness is inconclusive, despite their popularity in the classroom. Simulations may in fact help…
Descriptors: Higher Education, Accountability, Outcomes of Education, Simulation
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Smith, Andy – Journal of Interactive Learning Research, 2010
Currently the news is awash with reports of high-profile corporate and political scandals and revelations around unethical work and corrupt practices. Unfortunately this shows little sign of abating with a very high proportion of young people displaying cynical and possibly corrosive attitudes around ethics in the work-place. It is clearly…
Descriptors: Affective Behavior, Ethics, Negative Attitudes, Computer Mediated Communication
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Darabi, A.; Arrastia, M. C.; Nelson, D. W.; Cornille, T.; Liang, X. – Journal of Computer Assisted Learning, 2011
Some scholars argue that students do not achieve higher level learning, or cognitive presence, in online courses. Online discussion has been proposed to bridge this gap between online and face-to-face learning environments. However, the literature indicates that the conventional approach to online discussion--asking probing questions--does not…
Descriptors: Electronic Learning, Computer Mediated Communication, Online Courses, Asynchronous Communication
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Pozzi, Francesca – International Journal of Computer-Supported Collaborative Learning, 2011
This paper illustrates the experience gained within an online course, where a collaborative technique, namely Role Play, was used within an asynchronous text-based environment to trigger collaboration and interactions among students. In a pilot study, the technique was analyzed using an evaluation model and two different means: on the one hand,…
Descriptors: Electronic Learning, Online Courses, Learning Processes, Content Analysis
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Zitter, Ilya; de Bruijn, Elly; Simons, Robert-Jan; ten Cate, Olle – Interactive Learning Environments, 2012
We study project-based, technology-enhanced learning environments in higher education, which should produce, by means of specific mechanisms, learning outcomes in terms of transferable knowledge and learning-, thinking-, collaboration- and regulation-skills. Our focus is on the role of objects from professional practice serving as boundary objects…
Descriptors: Foreign Countries, Educational Technology, Instructional Design, Computer Mediated Communication
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Mon, Lorri – International Journal of Virtual and Personal Learning Environments, 2010
Education within Second Life frequently recapitulates the "sage on the stage" as students sit their avatars down in chairs in the virtual world and listen to or read an instructor's lecture while watching a slideshow. This conceptual article explores alternative active learning techniques supporting independent and collaborative learning…
Descriptors: Virtual Classrooms, Computer Mediated Communication, Computer Simulation, Teaching Methods
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