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Soomin Kim; Deborah Norris; Jennifer Francois – Journal of Research in Childhood Education, 2025
Pretend play provides enriched environments for multiple cognitive and social purposes. The quality of children's pretend play depends on the process, including children's back and forth proposals and responses about the play frames. Proposing and responding to play ideas with metacommunication use, leadership-followership interactions are…
Descriptors: Student Behavior, Preschool Children, Interpersonal Communication, Leadership Styles
Melinda Russell-Stamp; Jean R. Norman; Kennedy Parker – International Journal for the Scholarship of Teaching and Learning, 2025
Role-playing using avatars has been demonstrated as effective, but it has not been compared to role-playing with a live actor. In this study, undergraduate psychology students (N=93) conducted a clinical interview in a role-play with an avatar or live actor. Mixed methods included a survey and written reflection. The study found no differences in…
Descriptors: Role Playing, Undergraduate Students, Clinical Psychology, Student Attitudes
Chien-Yuan Su; Yuqing Guo; Juncheng Shen – International Journal of Technology in Education, 2025
The incorporation of gamification into online courses has become an increasingly popular approach to enhance students' learning experience, as it has the potential to increase their engagement, motivation, and interest. In this study, we examined the impact of three gamified components--rewards, role-playing, and competition--on students' learning…
Descriptors: Gamification, Online Courses, Learning Motivation, Learner Engagement
Mimi Marstaller – Changing English: Studies in Culture and Education, 2025
Paulo Freire said that students read the "world" before they read the "word." In this article, I focus on a unit in which what students had read in the "world" directed our reading of the "word," the class text. I trace the unit from its conception to final student essays and consider how student experience…
Descriptors: High School Students, Immigrants, Acculturation, Interpersonal Competence
Abdul Rehman Siddiqui – ProQuest LLC, 2024
One of the growing phenomena of our digital age is the proliferation of digital fan spaces (Gee, 2018). Dedicated to a specific fandom or activity, these spaces have allowed participants to play competitively, share videos with each other, create fanfiction, provide feedback to one another and engage in a host of literacies around something they…
Descriptors: Clubs, Social Behavior, Literacy, Interests
Jose Luna; Merce Garcia-Mila; Andrea Miralda-Banda – Intercultural Education, 2025
Cultural Literacy (CL) encompasses the competencies required for effective participation in multicultural societies. This study examines the development of dialogicity and CL learning content across three tasks -- questions, art, and role-playing -- during a ten-session intervention with 26 high school students. We employed a statistical analysis…
Descriptors: High School Students, Cultural Awareness, Art, Role Playing
Lindsay R. Levine; Timothy C. Heinze; Adam Puckett – Marketing Education Review, 2024
Nonverbal communication impacts a broad range of human interactions and bears significant influence on understanding and perceptions. One of the most influential categories of nonverbal communication is kinesics, which includes physical gestures and other body movements. The current study develops a foundation for future kinesics education in…
Descriptors: Nonverbal Communication, Sales Occupations, Performance, Evaluation
Antonio Ruiz Ezquerro – ProQuest LLC, 2024
This dissertation observed and analyzed the experiences of five higher education students participating in a modified tabletop role-playing game (TRPG) intentionally modified for teaching adaptive leadership concepts. The study observed participants' capacity to learn the adaptive leadership concepts taught throughout the game and the ways in…
Descriptors: Game Based Learning, Role Playing, Leadership Training, Undergraduate Students
Enrica Lovaglio – ProQuest LLC, 2024
The present investigation aims to identify best practices to design virtual reality (VR) story-worlds to promote prejudice reduction and foster prosocial attitudes toward under-represented groups. Past research shows that VR, which allows the simulation of scenarios that would otherwise be prohibitively difficult or impossible in real life, can be…
Descriptors: Computer Simulation, Prosocial Behavior, Perspective Taking, Minority Groups
Fauzan, Lutfi; Hidayah, Nur; Wahyuni, Fitri; Hanafi, Husni; Rofiqoh, Rofiqoh; Kurniawan, Nanda Alfan – Journal of Education and Learning (EduLearn), 2023
Mind skills become the counselor's internal competencies that support the counselor's self-development in providing guidance and counseling services. Mind skills consist of six components that are interrelated and often integrated. The metacognitive thinking process is the key to success in how counselors can manage their thoughts and mental…
Descriptors: Role Playing, Counselor Training, Thinking Skills, Metacognition
Gray Atherton; Rhys Hathaway; Ingela Visuri; Liam Cross – Autism: The International Journal of Research and Practice, 2025
Tabletop role-playing games (TTRPGs) are increasingly used in therapeutic and educational settings to improve the well-being of autistic people. This study investigated the potential of TTRPGs to provide a safe space where autistic adults could develop relationships with others while also engaging in character and world-building. Eight autistic…
Descriptors: Games, Autism Spectrum Disorders, Adults, Interpersonal Relationship
Evaluative Feedback Isn't Enough: Harnessing the Power of Consequential Feedback in Higher Education
Kathleen M. Quinlan; Edd Pitt – Assessment & Evaluation in Higher Education, 2025
Most research on feedback in higher education focuses on evaluative feedback and its recipience, uptake, and enactment. Evaluative feedback information includes judgments, critiques and suggestions for improvement provided by a teacher, peer, self, pre-programmed automatic feedback, or artificial intelligence tutoring systems. In contrast, we…
Descriptors: Feedback (Response), Concept Formation, Higher Education, Health Education
Sarina A. Attri; Andrew E. Springer; Steven H. Kelder – Journal of School Health, 2025
Background: Given the importance of school connectedness for healthy adolescent development, this scoping review aimed to identify and describe intervention strategies used to increase school connectedness among adolescents. Methods: Guided by the Arksey and O'Malley framework, we conducted a scoping review of school-based intervention studies…
Descriptors: Intervention, Adolescent Attitudes, Educational Strategies, Student School Relationship
Samuel López-Carril; Spencer A. Cavan; Alejandro Lara-Bocanegra; Samuel Manzano-Carrasco – Sport Management Education Journal, 2025
In an increasingly dynamic, global, and digitized world, sport managers face complex decision-making dilemmas intersecting various disciplines such as finance, communication, and psychology. To successfully address these dilemmas and interact with the sport ecosystem, sport industry professionals are required to possess a wide range of soft skills…
Descriptors: Athletics, Role Playing, Professional Personnel, Higher Education
Sara Park; Wanying Sui; Aylin Celik-Zencir; Timothy N. Tansey – Rehabilitation Research, Policy, and Education, 2025
Background: The rapid advancement of generative artificial intelligence (GenAI) presents both opportunities and challenges for rehabilitation counselor education, particularly in preparing students for complex clinical practice. Objective: This study examined the use of GenAI to support simulated client role-play training in a graduate-level…
Descriptors: Artificial Intelligence, Rehabilitation Counseling, Counselor Training, Role Playing

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