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Arkadiy Alekseevich Eremin – Issues in Educational Research, 2024
This article reports upon roleplaying simulations used for teaching and learning subjects in the field of international relations. It is based upon five years of experience gained by the author while teaching in RUDN University in Moscow, Russia, and Webster University in Tashkent, Uzbekistan. The article aims to unravel both the value of…
Descriptors: Teaching Methods, International Relations, Foreign Countries, Role Playing
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Sacristan, Dolly; Martinez, Colleen D. – Journal of Teaching in Social Work, 2023
Social work educators are compelled to use reliable and valid methods to assess student learning outcomes. This study adapted a clinical simulation by integrating traditional role-play of case scenarios and elements of the Objective Structured Clinical Examination, which is often used to assess students' practice skills. Master of Social Work…
Descriptors: Graduate Students, Counselor Training, Masters Programs, Clinical Experience
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Preuß, Anna Katharina – International Journal of Game-Based Learning, 2020
The cognitive-motivational process model of learning describes how personality traits in a specific situation influence current learner motivation and through certain mediators, the learning outcome. This study investigates the influence of personality traits and current motivation on these mediators. For 86 high school students playing a…
Descriptors: Personality Traits, Motivation, Computer Simulation, Computer Games
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Peskar, Lisa; Bachelor, Jeremy W. – Online Submission, 2022
Individual differences (IDs) play an important role in the second language learning process and explain the varied experiences of the L2 learner. The two major IDs, language aptitude and motivation, can be primary factors in one's ultimate proficiency. While language aptitude is largely fixed, motivation is malleable and can aid in overcoming…
Descriptors: FLES, Likert Scales, Learning Motivation, Second Language Learning
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Ke, Fengfeng; Moon, Jewoong – British Journal of Educational Technology, 2018
Using OpenSimulator, we constructed a 3D virtual playground that affords competition-themed social gaming, role-play gaming and design-themed architectural gaming among high-functioning autistic (HFA) children. A mixed-method, multi-case study was conducted to examine the association between the game task and setting features, learners'…
Descriptors: Correlation, Computer Simulation, Role Playing, Interpersonal Relationship
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Hao, Kuang-Chung; Lee, Lai-Chung – Interactive Learning Environments, 2021
This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence-satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147…
Descriptors: Computer Simulation, Educational Games, Grade 5, Game Based Learning
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Iscaro, Valentina; Castaldi, Laura; Sepe, Enrica – Industry and Higher Education, 2017
With a view to enhancing the entrepreneurial activity of universities, the authors explore the concepts and features of the "experimental lab", presenting it as an effective means of supporting entrepreneurial training programmes and helping students to turn ideas into actual start-ups. In this context, the term experimental lab refers…
Descriptors: Laboratory Experiments, Entrepreneurship, Training, Simulation
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Schnurr, Matthew A.; De Santo, Elizabeth M.; Green, Amanda D.; Taylor, Alanna – Journal of Geography, 2015
This article investigates the particular mechanisms through which a role-play simulation impacts student perceptions of knowledge acquisition. Longitudinal data were mobilized in the form of quantitative and qualitative surveys to examine whether the simulation succeeded in increasing knowledge around both content and skills. It then delves deeper…
Descriptors: Role Playing, Geography Instruction, Simulation, Student Attitudes
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Wang, Shwu-huey – British Journal of Educational Technology, 2012
In order to understand (1) what kind of students can be facilitated through the help of three-dimensional virtual learning environment (3D VLE), and (2) the relationship between a conventional test (ie, paper and pencil test) and the 3D VLE used in this study, the study designs a 3D virtual supermarket (3DVS) to help students transform their role…
Descriptors: Marketing, Business Administration Education, Vignettes, Training Methods
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Chen, Judy F.; Warden, Clyde A.; Tai, David Wen-Shung; Chen, Farn-Shing; Chao, Chich-Yang – Computers & Education, 2011
Virtual spaces allow abstract representations of reality that not only encourage student self-directed learning but also reinforce core content of the learning objective through visual metaphors not reproducible in the physical world. One of the advantages of such a space is the ability to escape the restrictions of the physical classroom, yet…
Descriptors: Figurative Language, Abstract Reasoning, Business English, Values
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Lin, Lin; Zhang, Tao – Journal of Technology and Teacher Education, 2011
This study investigated pre-service teachers' experience, motivation, passion, effort, and perspectives in playing exergames in the classroom using the self-determination theory as the main theoretical framework. One hundred forty preservice teachers participated in the study. A mixed method was used. Data included pre-survey and post-survey…
Descriptors: Preservice Teachers, Student Motivation, Self Determination, Physical Activities
Zhang, Chi – ProQuest LLC, 2009
Researchers in information systems and technology-mediated learning have begun to examine how virtual world environments can be used in learning and how they enable learning processes and enhance learning outcomes. This research examined learning processes in a virtual world learning environment (VWLE). A research model of VWLE effects on learning…
Descriptors: Distance Education, Program Effectiveness, Interaction, Learning Processes
Stewart, Edward C.; And Others – 1969
This report describes the design and development of training to increase cultural awareness. Significant aspects of intercultural interaction were simulated in a series of role playing exercises. Typical American values and assumptions were demonstrably elicited from a trainee as he interacted with a "foreign" auxiliary. The auxiliary was trained…
Descriptors: Analysis of Variance, Behavior Change, Bibliographies, Communication (Thought Transfer)
Livingston, Samuel A. – 1972
In an experiment conducted under classroom conditions with 8th grade students, the simulation game "Democracy" was shown to be effective at teaching that "log-rolling" is an acceptable part of the legislative process. Two aspects of the game--role identification and game structure--were shown to contribute independently to its effectiveness.…
Descriptors: Class Activities, Comparative Analysis, Correlation, Educational Games
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