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Joanne Tran; Leo Meller; Vy Le; Jasmine Tam; Andrea Nicholas – Journal of Microbiology & Biology Education, 2024
In this study, we assessed a highly structured, yearlong, case-based course designed for undergraduate pre-health students. We incorporated both content learning assessments and developed a novel method called Multiple Mini Exams for assessing course impact on the development of skills that professional schools often seek in pre-health students,…
Descriptors: Soft Skills, Skill Development, Undergraduate Students, Biology
Piety, Philip J. – Grantee Submission, 2021
The paper discusses the use of "Productive Disciplinary Engagement" (PDE) for a curricular project that features a technology-based alternate reality game (ARG) with the objective of teaching undergraduate students about the collaborative nature of STEM careers. Much of the PDE research uses PDE as either a design-principle or as an…
Descriptors: Educational Technology, Technology Uses in Education, Undergraduate Students, Educational Games
Vinay, Aparna – Online Submission, 2018
This is an action research report on encouraging the development of higher order thinking skills such as application and evaluation skills among students using active learning. This report documents a class-room based activity done on A level students who have taken Psychology as their subject. The active learning strategy of collaborative…
Descriptors: Thinking Skills, Active Learning, Cooperative Learning, Role Playing
Ragatz, Carolyn; Ragatz, Zach – Parenting for High Potential, 2018
Why encourage children to play board games? In the increasing disconnect of our digital lives, playing games provides a way to connect and relate with others on a human level. Strategy and role-playing games provide intellectual challenges and stretch creativity to keep the gifted mind engaged in solving problems. At the same time, the players…
Descriptors: Games, Role Playing, Gifted, Children
Kosic, Marianna – International Journal of Emotional Education, 2018
The paper explores the opportunities and challenges of combining media literacy and social-emotional literacy to promote mental health and well-being in school curricula. It describes the implementation of an experimental module within the program "Crescere insieme What's Up" (Growing up together What's Up). This upstream prevention and…
Descriptors: Media Literacy, Age Groups, Social Development, Emotional Development
King, Elizabeth M. – Theory Into Practice, 2015
Digital games have become popular for engaging students in a range of learning goals, both in the classroom and the after-school space. In this article, I discuss a specific genre of video game, the massively multiplayer online role-playing game (MMO), which has been identified as a dynamic environment for encountering 21st-century workplace…
Descriptors: Role Playing, After School Programs, Program Design, Males
Alotaibi, Khaled Nahes; Almutairy, Sultan – Online Submission, 2012
The present study aims at showing the effectiveness of a suggested training program for staff members at Teachers' College of King Saud University to develop their skills of using virtual classrooms. The research is empirical as it used two experimental groups. The first group is taught how to use the common teaching method and the second group is…
Descriptors: Program Effectiveness, Experimental Groups, Methods, Training Methods
McEwen, Lindsey; Stokes, Alison; Crowley, Kate; Roberts, Carolyn – Journal of Geography in Higher Education, 2014
This paper explores role-play pedagogies in learning and communicating about cutting-edge flood science by flood risk management professionals in local government. It outlines role-play process/structure and evaluates participant perceptions of their learning experiences. Issues were impacts of prior role-play experience on attitudes brought to…
Descriptors: Foreign Countries, Role Playing, Risk Management, Natural Disasters
Stewart, Cherry; Edwards, Helen – International Education Studies, 2012
The introduction of digital tools to a distance education environment often creates tensions due to students' past educational experiences and can require a shift in their concepts of the lecturers' and learners' responsibilities. The purpose of the study was to determine how well distance education students adapt to interactive online learning…
Descriptors: Role Playing, Conflict Resolution, Skill Development, Distance Education
Bremer, Christine D.; Smith, John – National Center on Secondary Education and Transition, University of Minnesota (NCSET), 2004
To achieve the best outcomes possible, transition-age youth need specific skills in areas such as math, literacy, and independent living. However, skills in these areas will not assure successful outcomes in the absence of adequate social skills. Social skills form the basis for social competence. This brief reviews research on the importance of…
Descriptors: Independent Living, Interpersonal Competence, Disabilities, Teaching Methods
Witt, Donald E. – Northeast Conference Newsletter, 1995
This article describes one teacher's methods of role-playing for helping students in the foreign language classroom advance to higher level skills. Role-playing is a closed book, cooperative learning technique in which the student has an opportunity to use the language in a non-threatening, spontaneous response environment. Role-playing is an…
Descriptors: Class Activities, Cooperative Learning, Evaluation Methods, High Schools
Dollman, Lucinda; Morgan, Catherine; Pergler, Jennifer; Russell, William; Watts, Jennifer – Online Submission, 2007
The purpose of this action research project is to improve student social skills through the use of cooperative learning, in order to develop a positive classroom environment that is conducive to learning. The action research project will involve approximately 95 students, 95 parents, and 200 teachers. It is the intent of the teacher researchers to…
Descriptors: Interpersonal Competence, Role Playing, Classroom Techniques, Discipline
Iverson, Kathleen; Colkey, Deborah – Performance Improvement, 2004
As it was initially implemented, e-learning did little other than supply facts and information, offering limited opportunity for interactivity and problem-solving. Designers need to find ways to address past limitations and bring the engagement of classroom training to the web. One method that merits attention is scenario-based learning. The…
Descriptors: Internet, Metacognition, Web Based Instruction, Computer Uses in Education

Atwood, Virginia A.; And Others – Social Studies and the Young Learner, 1989
Demonstrates a thematic approach, using soup as the theme, to integrate and correlate elementary social studies with other subject areas. Outlines four soup activities, presenting goals, materials, strategies, and extensions of each. Stresses how integrated curricula effectively develops skills such as observing, inferring, serial ordering, and…
Descriptors: Concept Formation, Cooking Instruction, Cooperative Learning, Dramatics

Laney, James D.; Moseley, Patricia A. – Social Studies and the Young Learner, 1990
Argues the archaeologist/anthropologist approach motivates and engages students, and teaches interpretive and problem-solving skills. Outlines a role play for intermediate grades in which students observe, describe, and make inferences about the contents of a suitcase packed by someone known to the students. Lists objectives, materials,…
Descriptors: Anthropology, Archaeology, Cooperative Learning, Inferences
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