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Preuß, Anna Katharina – International Journal of Game-Based Learning, 2020
The cognitive-motivational process model of learning describes how personality traits in a specific situation influence current learner motivation and through certain mediators, the learning outcome. This study investigates the influence of personality traits and current motivation on these mediators. For 86 high school students playing a…
Descriptors: Personality Traits, Motivation, Computer Simulation, Computer Games
Guo, Yu – ProQuest LLC, 2019
Economic inequality has reached historically high levels in both the United States and in the world. The research literature in sociology and political science has long shown that individuals tend to be very persistent in their views on the determinants of economic success, although these views may be formed on cultural and cognitive biases. For…
Descriptors: Affordances, Instructional Effectiveness, Computer Simulation, Role Playing
Poy, Raquel; García, Marcos – Education for Information, 2019
Digital games have a greater ease of construction of new meanings in a virtual world, more affordable, simple and comprehensible by the students than the real world, and in which the individual differences that occur in the real world tend to fade thanks to the interpretation of a character with different characteristics from the real ones.…
Descriptors: High School Students, Game Based Learning, Video Games, Role Playing
Christian D. Pirlet – ProQuest LLC, 2021
Social studies teachers are consistently looking for new avenues to motivate learners. To facilitate this process, simulations and roleplaying have garnered considerable attention. However, game-based simulations have received little consideration in social studies classrooms. Through game-based simulations, teachers can create sophisticated…
Descriptors: Teaching Methods, Game Based Learning, Economics Education, Rural Schools
Albright, Glenn; Fazel, Mina; Khalid, Nikita; McMillan, Jeremiah; Hilty, Don; Shockley, Kristen; Joshi, Shashank – Online Submission, 2022
The purpose of this study is to examine the impact of an online virtual human role-play simulation in teaching high school educators and staff to identify, talk to, and if necessary, refer students in psychological distress to support services. High school educators (N = 31,144) from 43 US states and 5 American territories completed a baseline…
Descriptors: Program Effectiveness, High School Teachers, Faculty Development, Computer Simulation
Soto, Inia; Cambazoglu, Mustafa Kenal; Arnone, Robert; Kastler, Jessica; Parra, Sabrina – Science Teacher, 2018
Cruise planning may seem like an ordinary task for oceanographers, but it actually involves logical and strategic thinking, collaboration, and multidisciplinary work. The "Challenger" expedition, led by Charles Wyville Thomson from 1872 to 1876, was the first to be fully dedicated to understanding oceans (Rice et al. 1999) and was…
Descriptors: Oceanography, Science Instruction, Science Activities, Role Playing
The Implications of Virtual World Technology for K-12 Students in a Foreign Language Course of Study
Parrott, David L. – ProQuest LLC, 2014
The use of virtual world technology for language instruction is a recent development in education. The goal of this study was to provide a functioning 3D environment for German language students to experience as avatars. The student's impressions, attitudes, and perceptions of this learning activity would be recorded and analyzed to see if this…
Descriptors: Educational Technology, Computer Simulation, Role Playing, Second Language Learning
Gilliam, Melissa; Bouris, Alida; Hill, Brandon; Jagoda, Patrick – Journal of STEM Education: Innovations and Research, 2016
Alternate Reality Games (ARGs) are multiplayer role-playing games that use the real world as their primary platform and incorporate a range of media, including video, audio, email, mobile technologies, websites, live performance, and social networks. This paper describes the development, implementation, and player reception of "The…
Descriptors: STEM Education, Educational Games, Computer Games, Computer Simulation
Haynes-Moore, Stacy – ProQuest LLC, 2016
This dissertation study focused on complications and opportunities that surface for classroom learning in the intersections of a teacher's methods, students' literacies, and digital space. Though researchers have discussed adolescents' literacies and participation in out-of-school digital spaces, there persists a need to explore and document the…
Descriptors: Language Arts, Role Playing, Rural Schools, High School Students
Webb, Allen, Ed. – Routledge, Taylor & Francis Group, 2011
What are the realities and possibilities of utilizing on-line virtual worlds as teaching tools for specific literary works? Through engaging and surprising stories from classrooms where virtual worlds are in use, this book invites readers to understand and participate in this emerging and valuable pedagogy. It examines the experience of high…
Descriptors: Computer Simulation, Teaching Methods, Literature, Classroom Techniques
Beach, Richard; Doerr-Stevens, Candance – Journal of Educational Computing Research, 2011
Social networking sites may include argumentative writing about particular issues in which participants adopt competing perspective and discourses on those issues. This study examined roles and discourses adopted by high school students participating in an online role-play conducted on a Ning platform regarding their school's Internet policies on…
Descriptors: High School Students, Persuasive Discourse, School Policy, Administrative Policy
Bachen, Christine M.; Hernandez-Ramos, Pedro F.; Raphael, Chad – Simulation & Gaming, 2012
In response to an increasingly interdependent world, educators are demonstrating a growing interest in educating for global citizenship. Many definitions of the "good global citizen" value empathy as an especially important disposition for understanding others across national borders and cultural divides. Yet it may be difficult for…
Descriptors: Control Groups, Citizenship, Educational Games, Empathy
Berge, Zane L., Ed. – Educational Technology, 2008
"Second Life" is a popular example of an immersive, three-dimensional, virtual world. Inhabitants of "Second Life" often describe their experiences in-world as having great social presence. Certainly there is a good deal of potential for education and training to occur in multi-user virtual environments (MUVEs), if designed properly, especially…
Descriptors: Delivery Systems, Role Playing, Distance Education, Computer Simulation
Ioannidou, Andri; Repenning, Alexander – Online Submission, 2010
The comprehension of interdependent complex systems, which is part of state and national standards, is an enormous challenge for learners. In traditional physiology teaching materials, which structure the human body into decoupled subsystems (e.g., respiratory and cardiovascular) isolated in separate chapters, there is a ubiquitous absence of…
Descriptors: Physiology, Human Body, Science Instruction, Science Education
Repenning, Alexander; Ioannidou, Andri; Luhn, Lisa; Daetwyler, Christof; Repenning, Nadia – Journal of Interactive Learning Research, 2010
Growing science apathy at the K-12 education level represents an alarming development with potentially devastating consequences at individual, societal and economic levels. Technology has been incorporated in science education without fundamentally improving test scores or student attitudes. We claim the core of the problem is how technology is…
Descriptors: Socialization, Student Attitudes, High School Students, Physiology
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