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Isabella Aura; Lobna Hassan; Juho Hamari – Educational Review, 2025
Educators are continuously exploring ways to enhance the academic potential of students while fostering a positive social atmosphere within classrooms. To meet these various curricular and interpersonal objectives, teachers are increasingly utilising educational storification in order to engage students and positively support their social…
Descriptors: Middle School Teachers, Middle School Students, Grade 7, Grade 8
Cari L. Carter – ProQuest LLC, 2021
Fanfiction is a valid form of literacy expression often overlooked in academic settings. This study used a mixed-methods approach to understand the facets of fanfiction reading and writing in adults. Survey data was first collected to understand who are the adults choosing to read and write fanfiction. Based on survey results, individual cases…
Descriptors: Adult Education, Adult Literacy, Teaching Methods, Elementary School Teachers
Zoeller, Adam P.; Malewitz, Thomas E. – Journal of Catholic Education, 2019
With many of the Catholic student population disengaged from regular ritual experiences their working vocabulary of the prayers and knowledge of the Church is limited. A beneficial bridge for many of these disconnected students, specifically male adolescents has been the use of storytelling in connection to Catholic themes to lay the foundations…
Descriptors: Males, Adolescents, Catholic Schools, Story Telling
Storm, Scott; Jones, Karis – English Teaching: Practice and Critique, 2021
Purpose: This paper aims to describe the critical literacies of high school students engaged in a youth participatory action research (YPAR) project focused on a roleplaying game, Dungeons and Dragons, in a queer-led afterschool space. The paper illustrates how youth critique and resist unjust societal norms while simultaneously envisioning queer…
Descriptors: High School Students, After School Programs, Role Playing, Social Bias
Acuña-Umaña, K.; Gómez-Quirós, Carla; Herrera-Sancho, Oscar Andrey – Physics Education, 2022
The implementation of theatre as a didactic tool for teaching science provides a new perspective on the importance of interdisciplinary approaches in the construction of meaningful learning experiences. Gamification and collaborative work are functional strategies to teach scientific concepts in a creative way. However, there are still conceptual…
Descriptors: Teaching Methods, Science Instruction, Theater Arts, Interdisciplinary Approach
Stuart, Jaimee; Kurek, Anna – International Journal of Behavioral Development, 2019
An emerging literature suggests that females are more likely than males to take and post selfies and that such selfies tend to both conform to and legitimize the sexualization of femininity. It has been found that key predictors of selfie behaviors are narcissistic personality traits and that taking a higher number of selfies may, in turn, put…
Descriptors: Foreign Countries, Adolescents, Females, Secondary School Students
Ahlquist, Sharon – ELT Journal, 2019
Overcoming the reluctance of teenage learners to speak in the language classroom is a challenge for many teachers. This article reports on a study in which 60 Swedish pupils, aged 15-16, took part in a Storyline project based on a young adult fantasy novel. In the Storyline approach, a fictive world is created when learners, taking on the roles of…
Descriptors: Foreign Countries, Second Language Learning, Second Language Instruction, English (Second Language)
Badri, Masood; Mazroui, Karima Al; Al Rashedi, Asma; Yang, Guang – Journal of Science Education and Technology, 2016
Abu Dhabi high school students' interest in physics in different contexts was investigated with a survey conducted in connection with the international project, The Relevance of Science Education (ROSE). The sample consisted of 2248 students in public and private schools. Means of most items that belong to the school physics context for both girls…
Descriptors: Gender Differences, Educational Strategies, High School Students, Curriculum Development
Ryan, Scott – ProQuest LLC, 2014
The purpose of this case study was to investigate if teacher morale increased, as measured on the Staff Morale Questionnaire (Smith, 1976), after the implementation of a fantasy football league on a secondary campus in southeast Texas. Teaching is an occupation with a high turnover rate (Briggs & Richardson, 1992; Ingersol, 2003; Rafferty,…
Descriptors: Case Studies, Teacher Morale, Team Sports, Fantasy
Dickey, Michele D. – Interactive Learning Environments, 2015
The purpose of this study is to investigate teachers' perceptions of the integration of digital games for K-12 education. Specifically, this qualitative investigation focuses on reflective dialogued gathered from a group of K-12 educators about their experiences and perceptions of learning about and playing digital games for teaching and learning.…
Descriptors: Computer Games, Qualitative Research, Elementary School Teachers, Secondary School Teachers
Farley, Lisa – Curriculum Inquiry, 2015
In this paper, I theorize fantasies of idealization at work in narratives of educational research. I take as an example one of the very first psychoanalytically oriented studies in the field: Marion Milner's, "The Human Problem in Schools," published in 1938. Evidence is drawn from Milner's published book as well as from the historical…
Descriptors: Educational Research, Psychiatry, Creativity, Correlation
Graham, Rebecca A.; Osofsky, Joy D.; Osofsky, Howard J.; Hansel, Tonya C. – Advances in School Mental Health Promotion, 2017
Children exposed to disasters are at an increased likelihood for multiple trauma exposure. The objective of our study is to understand the efficacy of post disaster school based services for reducing trauma symptoms of youth exposed to multiple traumatic events. Students (N = 112) age 8-17 that were survivors of Hurricane Katrina received…
Descriptors: Weather, Natural Disasters, Emergency Programs, Elementary School Students
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
Patterson, Jennifer – Research-publishing.net, 2013
This chapter examines a specific aspect of digital media use, namely the viewing of violent content amongst a male adolescent cohort aged 15-17 years. It is a qualitative study that examines the online practices of fourteen male adolescents, with particular emphasis placed on their understanding of violence. The participants offer the researcher…
Descriptors: Violence, Masculinity, Video Games, Content Analysis
Islas Sedano, Carolina; Leendertz, Verona; Vinni, Mikko; Sutinen, Erkki; Ellis, Suria – Simulation & Gaming, 2013
A Hypercontextualized Game (HCG) is a locally designed game that supports its players in gathering context-specific information and in-depth understanding and knowledge regarding the context of a site. LIEKSAMYST, an exciting mobile application, with which visitors can play various games based on stories, was originally developed for the open-air…
Descriptors: Games, Design, Telecommunications, Handheld Devices
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