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Ratliff, Gerald Lee – Online Submission, 2008
Classroom exercises and role-playing activities that culminate in performance are invaluable instructional tools that stimulate active student responses to the aesthetic, emotional or intellectual content of literary texts and, ultimately, enrich a student's learning experience. The basic principles of classroom performance are to provide a…
Descriptors: Educational Development, Role Playing, Learning Experience, Class Activities
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Stanley, Graham; Mawer, Kyle – TESL-EJ, 2008
The term serious game is often used to refer to "games used for training, advertising, simulation, or education." In this article, the authors use the term computer game in its broadest sense, believing it to encompass the broad spectrum of what is usually referred to now as all digital gaming (video games, console games, online games, etc.). They…
Descriptors: Video Games, Internet, Second Language Learning, Language Teachers
Mangan, Katherine – Chronicle of Higher Education, 2008
Asperger's patients have been treated by role-playing with real-life therapists. The virtual-reality town at the medical center is a new twist. The University of Texas at Dallas uses a platform from Second Life, the popular virtual world, in which patients go to an "island" customized for therapeutic purposes. The island was built by…
Descriptors: Medical Services, Cues, Computer Simulation, Patients
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Simon, Lisa – Journal of Adolescent & Adult Literacy, 2008
This article addresses the challenges of supporting students' engagement with complex, challenging texts. How do teachers sustain students' interactions with texts that many see as irrelevant to their lives? How do they provide space to name and challenge the simplistic or problematic portrayals of cultures and communities often found in the texts…
Descriptors: Scaffolding (Teaching Technique), Reader Text Relationship, Learner Engagement, Role Playing
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Van Hasselt, Vincent B.; Romano, Stephen J.; Vecchi, Gregory M. – Behavior Modification, 2008
Role playing has been a mainstay of behavioral assessment for decades. In recent years, however, this analogue strategy has also enjoyed widespread application in the field of law enforcement. Most notably, role-play procedures have become an integral component of assessment and training efforts in hostage and crisis negotiation, which attempts to…
Descriptors: Role Playing, Crisis Management, Law Enforcement, Daily Living Skills
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Dunn, James M. – Journal of Geography, 2009
This is a ready-to-use simulation that has high school students portraying all of the key players that decide how water from the Colorado River will be allocated. Students act as judges, lobbyists, news analysts, and even protesters during a mock water conference. Water supply is promised beyond nature's delivery, so the problem is real and will…
Descriptors: Natural Resources, Water, Geography, Climate
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Honig, Alice Sterling; Martin, Patricia M. – NHSA Dialog, 2009
Research using an intensive single-session training to increase use of Socratic (open-ended) questions and to lengthen turn-taking talk with low-income preschoolers showed that immediate posttraining gains were not sustained in classrooms 3 months later. Suggestions are given for trainers and for teachers that can boost teacher ability to…
Descriptors: Low Income, Young Children, Language Acquisition, Preschool Children
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Jackson, Julie – Science Activities: Classroom Projects and Curriculum Ideas, 2009
Learning about states of matter is fun and exciting when students, acting as water molecules, role-play moving from a solid to a liquid to a gas. The 5-E lesson plan model provides the framework for this activity, ensuring that students actively engage in inquiry science while creatively constructing knowledge. (Contains 2 figures.)
Descriptors: Demonstrations (Educational), Science Instruction, Scientific Principles, Learning Activities
Erwin, Jonathan C. – ASCD, 2010
Students' success in school and later in life is highly dependent on their ability to 1) regulate their emotions and control their behavior and 2) get along with their teachers and peers. In this book, the author wants to teach you how to inspire students to learn, behave responsibly, and improve their relationships with themselves, other…
Descriptors: Student Motivation, Peer Relationship, Study Guides, Profiles
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Klopfer, Eric; Sheldon, Josh – New Directions for Youth Development, 2010
Augmented Reality (AR) simulations superimpose a virtual overlay of data and interactions onto a real-world context. The simulation engine at the heart of this technology is built to afford elements of game play that support explorations and learning in students' natural context--their own community and surroundings. In one of the more recent…
Descriptors: Computer Simulation, Games, Computer Software, Role Playing
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Thomas, Herbert – British Journal of Educational Technology, 2010
Traditionally, at least according to popular wisdom, learning took place in venues that were custom-designed for the purpose. The purpose, given the evidence of the artefacts with which we are confronted, seems to have been the educational equivalent of the production line that so succinctly characterised the industrialisation of society. One…
Descriptors: Educational Change, Educational Principles, Educational Philosophy, Epistemology
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Devlin-Scherer, Roberta; Sardone, Nancy B. – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2010
Data from ten teacher candidates studying teaching methods were analyzed to determine perceptions toward digital simulation games in the area of social studies. This research can be used as a conceptual model of how current teacher candidates react to new methods of instruction and determine how education programs might change existing curricula…
Descriptors: Technology Integration, Educational Technology, Thinking Skills, Social Studies
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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
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IEEE Conference on Software Engineering Education and Training, Proceedings (MS), 2012
The Conference on Software Engineering Education and Training (CSEE&T) is the premier international peer-reviewed conference, sponsored by the Institute of Electrical and Electronics Engineers, Inc. (IEEE) Computer Society, which addresses all major areas related to software engineering education, training, and professionalism. This year, as…
Descriptors: Computer Science Education, Engineering Education, Computer Software, Conferences (Gatherings)
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Frank, Anders – Simulation & Gaming, 2012
A risk associated with the use of games in training and education is that players "game the game," instead of focusing on their learning goals. The term "gamer mode" is proposed to describe this attitude. A player with a gamer-mode attitude strives to achieve goals that are optimal for winning the game, but suboptimal with…
Descriptors: Foreign Countries, Student Attitudes, Educational Objectives, War
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