Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 21 |
Descriptor
Computer Uses in Education | 37 |
Role Playing | 37 |
Teaching Methods | 37 |
Educational Technology | 18 |
Higher Education | 14 |
Computer Simulation | 11 |
Foreign Countries | 11 |
Educational Games | 10 |
Simulation | 10 |
Student Motivation | 8 |
Internet | 7 |
More ▼ |
Source
Author
Doerr-Stevens, Candance | 2 |
Abbey, Caroline | 1 |
Ahamer, Gilbert | 1 |
Beach, Richard | 1 |
Bell, Christopher R. | 1 |
Bell, Maureen | 1 |
Bender, Tisha | 1 |
Biddle, Robert | 1 |
Bytheway, Allan | 1 |
Cartwright, Brenda | 1 |
Chang, Shao-Chen | 1 |
More ▼ |
Publication Type
Education Level
Higher Education | 12 |
Postsecondary Education | 6 |
Elementary Education | 2 |
Elementary Secondary Education | 2 |
High Schools | 2 |
Adult Education | 1 |
Secondary Education | 1 |
Two Year Colleges | 1 |
Location
United Kingdom | 4 |
Australia | 3 |
China | 2 |
Asia | 1 |
Japan | 1 |
South Korea | 1 |
Sweden | 1 |
Taiwan | 1 |
Tennessee | 1 |
United States | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Fominykh, Mikhail; Leong, Peter; Cartwright, Brenda – Journal of Interactive Learning Research, 2018
In this paper, we explore role-playing and experiential learning approaches applied in an immersive virtual environment for a professional counseling distance course. Training professional counselors requires practice and therefore possesses a challenge for the distant education. Although both counseling professionals' codes of ethics provide…
Descriptors: Role Playing, Experiential Learning, Counselor Training, Distance Education
Wang, Sheng-Yuan; Chang, Shao-Chen; Hwang, Gwo-Jen; Chen, Pei-Ying – Interactive Learning Environments, 2018
In traditional teacher-centered mathematics instruction, students might show low learning motivation owing to the lack of applied contexts. Game-based learning has been recognized as a potential approach to addressing this issue; however, without proper alignment between the gaming and math-applied contexts, the benefits of game-based learning…
Descriptors: Mathematics Instruction, Role Playing, Teaching Methods, Educational Games
Frank, Jerrold – English Teaching Forum, 2013
This article discusses how teachers can incorporate cultural knowledge into English language classes, exploring elements of culture, intercultural phenomena, and high-context and low-context cultures. Activities offered by the author to raise cultural awareness include web quests, role plays, cultural observations, and culture journals.
Descriptors: Second Language Instruction, English (Second Language), Cultural Awareness, Language Teachers
Savin-Baden, Maggi – London Review of Education, 2013
This paper will present a study that explored the perceived impact of spatial practice in "Second Life" (SL) on teaching and learning from the point of view of participants in higher education (lecturers, developers and researchers). Narrative inquiry was used to access stories and experiences of space and spatial practice from staff…
Descriptors: Program Effectiveness, Teacher Attitudes, Cues, Information Technology
Howard, Jonathon Leigh – Journal of Geography in Higher Education, 2011
Teaching conservation management means more than just learning about solving complex and difficult environmental issues. Such learning must also consider the likely administrative context that students will end up working in. This article outlines the development of a role-play that uses online technology to teach several administrative processes…
Descriptors: Role Playing, Conservation (Environment), Parks, Computer Uses in Education
Snow, Cason E. – Community & Junior College Libraries, 2010
The ubiquity of video games in today's society presents unique challenges and opportunities for librarians and faculty. A significant subset of video games use historical periods as a setting, some with greater adherence to history than others. Many students are playing these games and bringing preconceived ideas of the historical period to the…
Descriptors: World History, Asian History, Video Games, Libraries
Ruyters, Michele; Douglas, Kathy; Law, Siew Fang – Journal of Learning Design, 2011
Student learning about legal skills in legal education is increasingly seen as important. These legal skills include advocacy and negotiation. These skills are often taught through role-play. This article discusses the combination of role-plays with online tools, including wikis and blogs, to assist students to master legal skills. The article…
Descriptors: Legal Education (Professions), Web Sites, Electronic Publishing, Law Schools
Doerr-Stevens, Candance – English Teaching: Practice and Critique, 2011
This article discusses how prolonged participation and digital composition online intersect to forge material extensions of the physical body, or limbs beyond the skin. Based on postmodern theories of technology and the body, I argue that these limbs, while less tangible, merit serious consideration given their potential to engender physical…
Descriptors: Learner Engagement, Human Body, Theories, Role Playing
Beach, Richard; Doerr-Stevens, Candance – Journal of Adolescent & Adult Literacy, 2009
One important literacy practice is the ability to formulate effective arguments to convince others of the validity of one's position. In this commentary, the authors discuss the literacy practices involved in formulating arguments as well as the challenges involved in helping students acquire these practices. In contrast to more traditional…
Descriptors: Rhetoric, Role Playing, Teaching Methods, Computer Mediated Communication
Teoh, Jase – Journal of Educational Technology Systems, 2012
An in-depth qualitative study with nine secondary pre-service teachers from an undergraduate "Language and Literacy" class was conducted to examine the potential of simulation using Second Life (SL) in teacher education. Games and simulations were operationally defined in the broadest sense to distinguish key characteristics between…
Descriptors: Computer Uses in Education, Computer Simulation, Simulated Environment, Role Playing
Moizer, Jonathan; Lean, Jonathan; Towler, Michael; Abbey, Caroline – Active Learning in Higher Education, 2009
Based on a categorization of simulation and gaming barriers developed in a previous study, this work seeks to explore in greater depth the composition and nature of these obstacles. It examines the interrelationships between the barriers and the impact of other contextual factors in the pedagogic environment. A series of in-depth interviews were…
Descriptors: Higher Education, Informal Education, Information Sources, Teaching Methods
Sancho, Pilar; Moreno-Ger, Pablo; Fuentes-Fernandez, Ruben; Fernandez-Manjon, Baltasar – Educational Technology & Society, 2009
In this paper we present a general framework, called NUCLEO, for the application of socio-constructive educational approaches in higher education. The underlying pedagogical approach relies on an adaptation model in order to improve group dynamics, as this has been identified as one of the key features in the success of collaborative learning…
Descriptors: Educational Games, Role Playing, Learning Strategies, Problem Based Learning
Kirriemuir, John – Educational Research, 2010
Background: Numerous surveys, articles, ephemera and online information sources indicate that "Second Life" has been the predominant virtual world, for educational purposes, in UK universities for the latter half of the 2000s. However, the infrastructure required to operate "Second Life" presents a number of technical concerns…
Descriptors: Educational Trends, Barriers, Foreign Countries, Computer Simulation
Fang, Yu-Shen; Lee, Lung-Sheng – Interactive Technology and Smart Education, 2009
Purpose: Applications of online Second Life (SL) prevail over the world. The purpose of this paper is to make a review and synthesis of recent research studies on SL. Design/methodology/approach: Documental analysis is employed. Totally, 135 research publications, published in 2006-2008, are reviewed and synthesized. Findings: Findings are as…
Descriptors: Educational Research, Research Methodology, Literature Reviews, Research Reports
White, David; Le Cornu, Alison – Educational Research, 2010
Background: Many of the potential benefits of using virtual worlds for teaching and learning are difficult to define and often become overly focused on the functionality of the technology or on its ability to support informal or "social" forms of learning. Purpose: The aim of the paper is to highlight the experiential nature of virtual…
Descriptors: Experiential Learning, Learning Theories, Lifelong Learning, Pilot Projects