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Lin Zhong – Interactive Learning Environments, 2024
Being efficient learners is important in the modern workforce, but improved performance and cognitive load do not imply that students are efficient learners. This study investigated the effectiveness of a personalized role-playing game in students' learning efficiency (LE) and mental efficiency. Results showed that students in the personalized…
Descriptors: Role Playing, Game Based Learning, Program Effectiveness, Learning Processes
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McKinney, Jason S. – Journal of Teaching in Social Work, 2019
The movement towards competency-based education in social work has required a shift in delivery to more experiential learning opportunities for students. Looking forward, the Council on Social Work Education [CSWE] has instituted a Futures Task Force, exploring roles social workers may play in the future, with particular attention to the evolution…
Descriptors: Teaching Methods, Social Work, Simulated Environment, Blended Learning
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Pounder, Paul A. – Brock Education: A Journal of Educational Research and Practice, 2016
This article reports on research that took place over two academic years (September 2013-April 2015). It provides a rich understanding of entrepreneurship education based on experiential knowledge and best practices from five entrepreneurship educators who have all worked as consultants to entrepreneurs, advisors to the government on…
Descriptors: Foreign Countries, College Faculty, Entrepreneurship, Business Administration Education
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Traphagan, Tomoko Watanabe; Chiang, Yueh-hui Vanessa; Chang, Hyeseung Maria; Wattanawaha, Benjaporn; Lee, Haekyung; Mayrath, Michael Charles; Woo, Jeongwon; Yoon, Hyo-Jin; Jee, Min Jung; Resta, Paul E. – Computers & Education, 2010
Using a framework of cognitive, social, and teaching presence, the nature of learning experiences in a three-dimensional virtual world environment (Second Life) and a text-chat learning environment without visuals (TeachNet) were investigated. A mixed method of code frequencies, coherence graphs, interviews, and a survey was used. The results…
Descriptors: Computer Mediated Communication, Cooperation, Cognitive Processes, Debate
BEAIRD, JAMES H.; STANDISH, JOHN T. – 1964
THE PROJECT DESCRIBED IN THIS REPORT WAS DESIGNED TO PROVIDE EVIDENCE OF THE EFFECTIVENESS OF A COUNSELOR TRAINING EXPERIENCE WHICH UTILIZED A SIMULATED COUNSELING INTERVIEW AS THE INSTRUCTIONAL VEHICLE. THE TRAINING EXPERIENCE WAS DESIGNED TO TRAIN COUNSELORS (1) TO DISCRIMINATE BETWEEN COGNITIVE AND AFFECTIVE ELEMENTS OF CLIENT VERBALIZATIONS…
Descriptors: Cognitive Processes, Counselor Training, Counselors, Experimental Programs
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Friedman, Sheldon – Learning Organization, 2004
Decision-makers in organizations often make what appear as being intuitively obviously and reasonable decisions, which often turn out to yield unintended outcomes. The cause of such ineffective decisions can be a combination of cognitive biases, poor mental models of complex systems, and errors in thinking provoked by anxiety, all of which tend to…
Descriptors: Organizations (Groups), Decision Making, Role Playing, Simulation
Rowland, Gordon; And Others – Educational Technology, 1992
Discusses ways to teach learning systems design. Elements in the design process are considered, including learning in context, modeling of expert thought processes, and reflection; the use of roleplays, simulations, and case studies is explored; and development and testing of a prototype application consisting of videotaped interviews with an…
Descriptors: Case Studies, Cognitive Processes, Context Clues, Higher Education
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Hall, Eleanor G. – Gifted Child Quarterly, 1979
The article explores the value of simulation gaming for changing attitudes of gifted students concerning sex roles. Simulation gaming has considerable potential for reducing, altering, and changing attitudes concerning sex role limitations, since gaming involves devising plans and motivating appeals, in addition to role playing, negotiating,…
Descriptors: Attitude Change, Class Activities, Cognitive Processes, Decision Making Skills
Clifford, Dorita – 1971
The goals of social studies--defined as thinking, understanding, attitudes, and skills--are considered within the framework of a cognitive and an affective taxonomy of educational goals. The first lesson in this series of lessons on social studies instructional strategies deals with modes of inquiry and with the value of responsible consent and…
Descriptors: Affective Behavior, Attitudes, Cognitive Processes, Discovery Learning
Peters, Richard – 1987
Students must be actively involved in the process of learning for it to have personal meaning and importance in their lives. Teachers must also become critical thinkers, creative individuals, and decision makers in order to create more challenging learning environments. Teachers need to blend structure and spontaneity into meaningful learning…
Descriptors: Citizenship Education, Cognitive Processes, Convergent Thinking, Creative Teaching
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Thomas, Angela – E-Learning, 2006
In this article the author explores the seamlessness between children's online and offline worlds. For children, there is no dichotomy of online and offline, or virtual and real; the digital is so much intertwined into their lives and psyche that the one is entirely enmeshed with the other. Despite early research pointing to the differences that…
Descriptors: Ethnography, Children, Childhood Attitudes, Longitudinal Studies
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers