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Kathleen M. Randolph; Glenna M. Billingsley; Cathy N. Thomas – Journal of Special Education Apprenticeship, 2024
This study investigated the efficacy of two distinct virtual training platforms, TeachLivE™ and Zoom with actors, in preparing preservice practitioners for behavior management in real-world settings. This exploratory study aimed to investigate individual participant skill acquisition and assess which platform better equipped participants with the…
Descriptors: Computer Simulation, Skill Development, Computer Mediated Communication, Educational Technology
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Wright, J. Talmadge; Embrick, David G. – American Journal of Play, 2018
Computer game play has been criticized for disrupting family life by some who claim digital fantasy play alienates individuals from everyday interactions, even as others hold that such play increases sociability among players and their families. The authors argue that the truth about game play is more complex. They draw on research using…
Descriptors: Family Relationship, Role Playing, Computer Games, Criticism
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Rector-Aranda, Amy; Raider-Roth, Miriam; Glaser, Noah; Behrman, Matthew – Journal of Jewish Education, 2017
This study explores the relationship between character selection and student engagement in the Jewish Court of All Time (JCAT), an online and classroom-based role-playing simulation of a current events court case with Jewish historical roots. Analyzing students' responses to three questions posed in an out-of-character JCAT discussion forum, we…
Descriptors: Jews, Teaching Methods, Role Playing, Simulation
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O'Connor, Eileen A.; Domingo, Jelia – Journal of Educational Technology Systems, 2017
With the advent of open source virtual environments, the associated cost reductions, and the more flexible options, avatar-based virtual reality environments are within reach of educators. By using and repurposing readily available virtual environments, instructors can bring engaging, community-building, and immersive learning opportunities to…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Computer Simulation
Hollister, Jonathan M. – ProQuest LLC, 2016
This dissertation explores and describes the in-character and out-of-character information worlds and digital literacy practices of role-players, those that create and enact their characters' or avatars' stories, both within and outside of WildStar, a Massively Multiplayer Online Role-Playing Game (MMORPG) (Carbine Studios, 2015). Utilizing Jaeger…
Descriptors: Technological Literacy, Role Playing, Computer Games, Simulated Environment
Schussler, Deborah; Frank, Jennifer; Lee, Tsan-Kuang; Mahfouz, Julia – Grantee Submission, 2017
Nearly one in three students in the United States today is negatively impacted by bullying. Teachers can play a critical role in stopping bullying-related violence, but many struggle with how to engage students in difficult conversations. Traditional classroom-based pedagogy used to teach communication skills (e.g., modeling & role-play) is…
Descriptors: Computer Simulation, Artificial Intelligence, Role Playing, Teaching Methods
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Schussler, Deborah; Frank, Jennifer; Lee, Tsan-Kuang; Mahfouz, Julia – Journal of Technology and Teacher Education, 2017
Nearly one in three students in the United States today is negatively impacted by bullying. Teachers can play a critical role in stopping bullying-related violence, but many struggle with how to engage students in difficult conversations. Traditional classroom-based pedagogy used to teach communication skills (e.g., modeling & role-play) is…
Descriptors: Computer Simulation, Artificial Intelligence, Role Playing, Teaching Methods
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Anderson, Bodi – International Journal of Virtual and Personal Learning Environments, 2014
This current study examines the need for operational definitions of the concept of interaction in distance education studies. It is proposed that a discourse analysis of linguistic features conversation noted as being representative of interaction can be used to operationalize interaction in synchronous CMC. This study goes on compare two…
Descriptors: Computer Games, Simulated Environment, Interaction, Distance Education
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Beckmann, Elizabeth A.; Mahanty, Sango – Australasian Journal of Educational Technology, 2016
This paper presents selected findings from a 5-year design-based research case study of the evolution of an online role play that allows postgraduate students to explore the complexities inherent in land rights negotiations between indigenous peoples and others. In the context of Laurillard's (2002) conversational framework and a design-based…
Descriptors: Foreign Countries, Graduate Students, Role Playing, Integrated Learning Systems
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Fong, Michelle – Journal of Information Technology Education: Research, 2015
There is a dearth of research into teaching strategies and learning approaches for units involving sensitive topics that can provoke an emotional response in students. In a business ethics unit, attempts to strike a balance between conceptual knowledge and theory and skills training can be challenging because the unit can involve personal,…
Descriptors: Foreign Countries, Ethical Instruction, Technology Uses in Education, Blended Learning
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Ney, Muriel; Gonçalves, Celso; Balacheff, Nicolas – IEEE Transactions on Learning Technologies, 2014
Simulation games are games for learning based on a reference in the real world. We propose a model for authenticity in this context as a result of a compromise among learning, playing and realism. In the health game used to apply this model, students interact with characters in the game through phone messages, mail messages, SMS and video.…
Descriptors: Heuristics, Computer Simulation, Video Games, Models
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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
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Rector-Aranda, Amy; Raider-Roth, Miriam – Research in Learning Technology, 2015
This article presents an educational action research study examining how one online, classroom-based role-play simulation offers middle school students the opportunity to strengthen their agency and voice. The Jewish Court of All Time (JCAT) is a web-mediated simulation designed for middle school classrooms where students take on roles of various…
Descriptors: Action Research, Role Playing, Simulation, Middle School Students
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deNoyelles, Aimee; Seo, Kay Kyeong-Ju – Computers & Education, 2012
A 3D multi-user virtual environment holds promise to support and enhance student online learning communities due to its ability to promote global synchronous interaction and collaboration, rich multisensory experience and expression, and elaborate design capabilities. Second Life[R], a multi-user virtual environment intended for adult users 18 and…
Descriptors: Electronic Learning, Class Activities, Video Games, Females
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Raymond, Chad – Journal of Political Science Education, 2012
Institutions of higher learning are increasingly asked to defend curricular and pedagogical outcomes. Faculty must demonstrate that simulations are productive tools for learning, but a review of the literature shows that the evidence of their effectiveness is inconclusive, despite their popularity in the classroom. Simulations may in fact help…
Descriptors: Higher Education, Accountability, Outcomes of Education, Simulation
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