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Sanchez, Eric; Monod-Ansaldi, Réjane; Vincent, Caroline; Safadi-Katouzian, Sina – Education and Information Technologies, 2017
This paper draws on an empirical work dedicated to discussing a theoretical model for design-based research. The context of our study is a research project for the design, the implementation and the analysis of Insectophagia, a digital role-play game implemented in secondary schools. The model presented in this paper aims at conceptualizing…
Descriptors: Role Playing, Computer Games, Secondary School Students, Instructional Innovation
Beaumont, Natasha E. – Teachers and Curriculum, 2022
Creative pedagogies contribute significantly to children's cognitive, social and linguistic development. This article discusses the drama-based creative literacy practice of an early primary teacher in a high diversity school in Sydney, Australia. Literacy pedagogy blended with drama and role play was shown to aid oracy whilst also adding valuable…
Descriptors: Phenomenology, Teacher Attitudes, Learning Experience, Creativity
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
Ali, C. P. Muhammed; Joshi, Prakash; Hareesh, Sindhu – Journal on English Language Teaching, 2018
The real learning takes place when the learners start using the language items not when they notice them. Every English as a Second Language/English as a Foreign Language (ESL/EFL) learner needs grammar to communicate effectively and efficiently. Furthermore, they need opportunities to use grammar communicatively in meaningful contexts in order to…
Descriptors: Grammar, English (Second Language), Second Language Learning, Foreign Countries
Emblen-Perry, Kay – International Journal of Sustainability in Higher Education, 2018
Purpose: This paper aims to explore the value students place on the sustainable strategies game (SSG) which seeks to improve student engagement in business sustainability through enhanced game-based learning. This game provides an alternative collaborative learning environment to the traditional instructivist approach to enrich Education for…
Descriptors: Foreign Countries, Learner Engagement, Business, Sustainability
Miller, Lynn E. – Management Teaching Review, 2018
How one communicates concerns about another person's actions or performance can significantly affect both the extent to which the feedback improves behavior as well as the quality of the ongoing relationship with the feedback recipient. This article reviews evidence-based principles for delivering corrective feedback and describes an engaging…
Descriptors: Feedback (Response), Skill Development, Learner Engagement, Role Playing
Stout, Margaret – Teaching Public Administration, 2018
The international accrediting organization for public service pedagogy, the Network of Schools of Public Policy, Affairs, and Administration, has established and adopted "universal competencies" that Master of Public Administration degree programs are expected to develop to establish a "global standard in public service…
Descriptors: Public Service, Public Administration, Accreditation (Institutions), Socialization
Garrett, Frances – Teaching Theology & Religion, 2018
The article discusses two versions of a complex role-playing exercise in undergraduate courses on Buddhism. The pedagogical exercise demonstrated how imagination cultivated through creative writing could be used to enhance learning about history, culture, and religion. Students were also challenged to generate an understanding of religious…
Descriptors: Role Playing, Buddhism, Religious Education, Teaching Methods
Howard, Melanie A. – Teaching Theology & Religion, 2018
Role-playing games have been a part of scholarly conversations about pedagogy for several decades. However, more work is needed in understanding how gaming pedagogy can best fit with and augment particular disciplines. After providing two examples of role-playing games that have been used successfully in teaching the New Testament, this article…
Descriptors: Role Playing, Religious Education, Teaching Methods, Biblical Literature
Nguyen, Hanh Thi – Applied Linguistics, 2018
This article investigates how learned interactional practices from an instructional setting may be utilized in the workplace setting. I examine how the same novice in a pharmacy employed the practices of sequential organization in role-played patient consultations in the classroom and in subsequent actual patient consultations in a clerkship. I…
Descriptors: Role Playing, Patients, Discourse Analysis, Teaching Methods
Billiot, Theresa; Forbes, Lukas P. – Journal of International Education in Business, 2021
Purpose: The purpose of this paper is to use Fink's (2013) taxonomy of significant learning in a retail marketing class to help rural, price-sensitive students develop empathy toward high-end urban customers while becoming self-directed learners. Design/methodology/approach: Using a 16-week pilot course, students developed a gaming prototype and…
Descriptors: Empathy, Learning Processes, Socioeconomic Status, Marketing
Munna, Afzal Sayed; Kalam, Md Abul – Online Submission, 2021
Teaching and learning process can be defined as a transformation process of knowledge from teachers to students. It is referred as the combination of various elements within the process where an educator identifies and establish the learning objectives and develop teaching resources and implement the teaching and learning strategy. On the other…
Descriptors: Teaching Methods, Learning Processes, Instructional Effectiveness, Higher Education
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
García-Peñalvo, Francisco José, Ed.; García-Holgado, Alicia, Ed. – Lecture Notes in Educational Technology, 2023
This TEEM 2022 Conference (International Conference on Technological Ecosystems for Enhancing Multiculturality) Proceedings reflects the most outstanding advances, with a multidisciplinary perspective, in the technological ecosystems that support the Knowledge Society building and development. With its learning technology-based focus using a…
Descriptors: Interdisciplinary Approach, Conference Papers, Technology Uses in Education, Information Science
Marshall, Nancy; Martin, Jennifer – Papers on Postsecondary Learning and Teaching, 2019
Leveraging digital technology for practice innovation is a compelling challenge. Limited education and training prevent human service practitioners from incorporating technology into practice. Progress in this area will be achieved when significant changes to pedagogy support technology integration with teaching/learning partnerships in higher…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Graduate Students

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