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Dennis Matt Stevenson; Stewart Waters – Social Studies and the Young Learner, 2025
The film "Moana" creates a universe that is at once imaginative and familiar in that it is a fanciful depiction of real-world issues related to the environment. This sets the stage for an engaging series of activities with important content implications integrating environmental issues into elementary social studies. "Moana" is…
Descriptors: Activism, Elementary School Students, Films, Fantasy
Smalley, Lucy – Journal of Museum Education, 2021
This paper was written as a response to a perceived shift in attitude towards the concept of the future and the heightened presence of future themes within museum and gallery education. The four case studies discussed in this paper are institutions based in the south of Sweden that all participated in a local art biennial in October 2019 entitled…
Descriptors: Museums, Futures (of Society), Fantasy, Attitude Change
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
Bradley, Joff P.N. – Australian Journal of Environmental Education, 2019
This transversal and transilient thought-experiment explores the application and significance of Japanese animism for environmental education and environmental philosophy. Through the exploration of indigenous knowledge found in Japanese folklore and Japanese Buddhism, the thought-experiment offers a critique of a certain strand of contemporary…
Descriptors: Criticism, Folk Culture, Buddhism, Environmental Education
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)
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
Meng, Bok Check; Soon, Goh Ying – International Association for Development of the Information Society, 2014
Giving additional learning materials such as Chinese fantasy novel to non-native learners can be strenuous. This study seeks to render empirical support on the usefulness of the use of new words in Chinese fantasy novel to enhance vocabulary learning among the non-native learners of Chinese. In general, the students agreed that they like to learn…
Descriptors: Chinese, Fantasy, Novels, Second Language Learning
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
Addison, Nicholas – Sex Education: Sexuality, Society and Learning, 2008
The present paper explores the ways in which non-heteronormative sexual identities are represented and made to appear "other" and potentially abject within North-American and British pedagogic cultures, and how this regime of representation affects the development and construction of sexualities in the young. Taking Bourdieu's concepts of habitus…
Descriptors: Fantasy, Gender Issues, Sexual Orientation, Foreign Countries
Peyer, Elisabeth; Kaiser, Irmtraud; Berthele, Raphael – International Journal of Multilingualism, 2010
This study investigates Italian and French students' grammatical problems while reading in German as an L3 or L4. For the study, we developed a reading test which consists of invented encyclopaedia articles on imaginary animals. These articles enabled us to test various grammatical structures for their receptive difficulty. This paper discusses…
Descriptors: Sentence Structure, Grammar, Reading Tests, Multilingualism
Tam, Frank Wai-Ming; Lai, Manhong; Lam, Ka-Ka – International Journal of Educational Reform, 2007
In Chinese society, there are two Confucian teachings that have become guiding values for many teachers and have had profound influence on their educational practices for nearly 2,500 years. These values are "yin cai shi jiao" and "you jiao wu lei." The direct translation of yin cai shi jiao is "to carry out teaching based…
Descriptors: Fantasy, Ideology, Educational Practices, Educational Change
Hanley, Una – British Educational Research Journal, 2007
This article seeks to contrast two constructions of teachers and teaching in England. The first construction is to be found in government documentation, which privileges a technical-rational approach. The second is to be found in film and advertising for the profession, where the teacher is represented as an altruistic and charismatic subject. In…
Descriptors: Teaching Methods, Foreign Countries, Teacher Role, Fantasy
Moon, Brian – English in Australia, 2008
"World of Warcraft" is an online computer game with over nine million players, many of them technically-minded young males. A proportion of these young males engage in spontaneous creative writing about their game adventures. They enjoy highly formulaic genres, such as the epic poem, with its complex technical requirements. This has…
Descriptors: Role Playing, Creative Writing, Fantasy, English Teachers
Waters, John K. – T.H.E. Journal, 2007
This article reports the potential of online role-playing games to be a powerful tool for English as a second language (ESL) learning. When Professor Edd Schneider and game designer Kai Zheng suggested to attendees gathered in San Francisco last spring for the annual Game Developers Conference that massively multiplayer online role-playing games,…
Descriptors: Foreign Countries, Educational Technology, Language Skills, English (Second Language)

Sherratt, Dave – Autism: The International Journal of Research and Practice, 2002
A study examined whether it was possible to teach five children (ages 5-6) with autism to use symbolic pretend play. The intervention used structure, affect, and repetition and progressively faded out the structuring over three phases. All of the children were able to use some symbolic acts within play. (Contains references.) (CR)
Descriptors: Autism, Behavior Development, Children, Creativity
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