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Kathleen Stürmer; Tim Fütterer; Stephanie Kron; Daniel Sommerhoff; Stefan Ufer – European Journal of Psychology of Education, 2024
To support professional competence development in teacher education, learning environments should allow learners to engage with professional tasks. It is crucial for knowledge and skill transfer in such learning environments to real-life context that preservice teachers perceive the task as authentic. However, due to a lack of prior knowledge,…
Descriptors: Preservice Teachers, Individual Characteristics, Teacher Competencies, Authentic Learning
Claudia Krautkremer; Louise C. Keegan; Rimke Groenewold; Elizabeth Spencer – Topics in Language Disorders, 2024
This work aims to examine the identities communicated prior to and during a role-playing game (RPG) for individuals with acquired brain injury (ABI). Appraisal, an analysis tool of Systemic Functional Linguistics (SFL), that allows one to examine the interpersonal metafunction, was applied to interview and RPG group treatment conversations. This…
Descriptors: Brain, Injuries, Games, Role Playing
Iza Marfisi-Schottman – International Journal of Learning Technology, 2023
Many pedagogical counsellors (PCs) are destabilised by the resistance, in various forms, that novice teachers display during their counselling sessions. It is in this context that we propose TGRIS, a peer-training method, with a virtual reality interview simulator, designed to help PCs become aware of their own emotions, and deal with them, when…
Descriptors: Professional Training, Computer Simulation, Simulation, Interviews
Melinda Russell-Stamp; Jean R. Norman; Kennedy Parker – International Journal for the Scholarship of Teaching and Learning, 2025
Role-playing using avatars has been demonstrated as effective, but it has not been compared to role-playing with a live actor. In this study, undergraduate psychology students (N=93) conducted a clinical interview in a role-play with an avatar or live actor. Mixed methods included a survey and written reflection. The study found no differences in…
Descriptors: Role Playing, Undergraduate Students, Clinical Psychology, Student Attitudes
Piia Näykki; Saara Pyykkönen; Jenni Latva-aho; Tuula Nousiainen; Emilia Ahlström; Tapio Toivanen – Journal of Computer Assisted Learning, 2024
Background: In recent years, the use of virtual reality (VR) environments for education has gained interest in research and education. However, little is known about the potential of social VR environments for collaborative learning. Objectives: This study explores pre-service teachers' (PSTs') collaborative learning and role-based drama activity,…
Descriptors: Computer Simulation, Cooperative Learning, Preservice Teachers, Drama
Iftach, Geva; Shapira-Lishchinsky, Orly – Educational Management Administration & Leadership, 2023
The purpose of the study is to examine the ethical dilemmas among mid-level school leaders in the social-ecological context through role-play simulations. We examined simulations involving role-played ethical scenarios and group debriefings among 30 mid-level school leaders from different Israeli high schools and districts during the MA course in…
Descriptors: Ethics, Middle Management, Role Playing, Simulation
Tufford, Lea; Lee, Barbara; Thieu, Vivian; Zhao, Rose – Journal of Teaching in Social Work, 2023
Peer-to-peer role-play in social work education continues to have widespread use in the teaching of generalist social work skills. For many students, however, the unfamiliarity of role-playing the client in conjunction with discussing clinical concerns may lead them to become emotionally dysregulated during the social work-client encounter. To…
Descriptors: Emotional Response, Role Playing, Social Work, Professional Education
Chih-Hung Chen; Jia-Yu Syu – British Journal of Educational Technology, 2024
Virtual contexts play a crucial role in assisting students' learning. Researchers have taken advantage of the potential of immersive virtual reality (VR) for situating students in inaccessible places, and for engaging them in learning activities. Meanwhile, several previous studies have reported that, in VR-based learning contexts, students'…
Descriptors: Computer Simulation, Educational Technology, Student Attitudes, Game Based Learning
Hopwood, Nick; Blomberg, Marie; Dahlberg, Johanna; Dahlgren, Madeleine Abrandt – Vocations and Learning, 2022
Learning is crucial to how professionals enact practices, and to how practices change. Professionals frequently encounter uncertainty regarding what to do, requiring praxis informed by practical wisdom, which takes into account the virtues of practice. Critical praxis takes this further, questioning current norms to reduce untoward effects. A…
Descriptors: Professional Education, Praxis, Health Services, Simulation
Yukari Seko; Asmaa Malik; Parky Lau; Danielle Neri; Alesya Courtnage – Innovations in Education and Teaching International, 2024
Effective supervision is vital for graduate students growing into their respected professions. Although a Solution-Focused (SF) approach can help research supervisors develop optimal capacities to support students, few training opportunities exist to date. This article describes the collaborative process of developing a live actor simulation (LAS)…
Descriptors: Foreign Countries, Graduate Students, College Graduates, Supervisors
William Waychunas – Teacher Educator, 2025
Research on practice-based teacher education [PBTE], such as rehearsals or teaching simulations, assumes that preservice teachers [PSTs] prefer such practical approaches in comparison to more theoretical work. Few studies test this assumption or incorporate PSTs voices and perspectives on PBTE approaches. This study draws on survey data and…
Descriptors: Preservice Teachers, Teacher Attitudes, Social Studies, Simulation
Alsem, Sophie C.; van Dijk, Anouk; Verhulp, Esmée E.; Dekkers, Tycho J.; De Castro, Bram O. – Child Development, 2023
This multicenter randomized controlled trial investigated whether interactive virtual reality enhanced effectiveness of Cognitive Behavioral Therapy (CBT) to reduce children's aggressive behavior problems. Boys with aggressive behavior problems (N = 115; M[subscript age] = 10.58, SD = 1.48; 95.7% born in Netherlands) were randomized into three…
Descriptors: Aggression, Children, Behavior Problems, Behavior Modification
Amy L. Cook; Kristin M. Murphy; Lindsay M. Fallon; Alexis Ervin; Anastasiia Iun; Anna Whitehouse – Contemporary School Psychology, 2024
Research supports the use of engaging young students in shared reading opportunities beyond the school setting to scaffold children's social emotional and academic development. This article describes an exploratory mixed-methods case study examining the application of the Storybooks and Social Hooks (SASH) curriculum, which uses dialogic reading…
Descriptors: Reading Strategies, Computer Simulation, Social Emotional Learning, Technology Uses in Education
Zehui Zhan; Yao Tong; Xixin Lan; Baichang Zhong – Interactive Learning Environments, 2024
In recent years, Game-Based Learning (GBL) has been widely adopted in various educational settings. This paper aims to review empirical studies that adopt GBL in the field of AI education and explore its future research perspectives. After a systematic keyword search in the online database and a snowballing approach, a total of 125 empirical…
Descriptors: Game Based Learning, Robotics, Teaching Methods, Artificial Intelligence
Humpherys, Sean L.; Bakir, Nesrin; Babb, Jeffry – Journal of Education for Business, 2022
We present a role play business simulation that fosters experiential learning of the Systems Development Life Cycle (SDLC). A web portal simulates stakeholder-to-student interactions during the analysis phase. The simulation generalizes to other business domains by overcoming learning constraints such as non-collocated and asynchronous students,…
Descriptors: Experiential Learning, Role Playing, Simulation, Business Administration Education