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Hanghøj, Thorkild; Lieberoth, Andreas; Misfeldt, Morten – British Journal of Educational Technology, 2018
Can the challenges encountered in cooperative video games encourage classroom inclusion? And can this experience be translated into curriculum engagement? This study describes a 3 week intervention with game-based learning activities in eight lower secondary classrooms (n = 190). The intervention combined the use of the co-op action role-playing…
Descriptors: Cooperative Learning, Secondary School Students, Role Playing, Educational Games
Walker, Zachary; Vasquez, Eleazar; Wienke, Wilfred – Educational Technology & Society, 2016
The purpose of this research study was to explore the efficacy of role-playing and coaching in mixed-reality environments for the acquisition and generalization of social skills leading to successful job interview performance. Using a multiple baseline across participants design, five young adults with intellectual disability practiced…
Descriptors: Intellectual Disability, Role Playing, Coaching (Performance), Interpersonal Competence
Wilke, Dina J.; King, Erin; Ashmore, Margaret; Stanley, Craig – Journal of Social Work Education, 2016
This study compared the development of clinical assessment and intervention skills between students enrolled in a face-to-face (F2F) or an asynchronous online clinical social work class. All students from three semesters of F2F (n = 74) and online (n = 78) sections of an MSW clinical class taught by the same instructor were included. Two…
Descriptors: Social Work, Counselor Training, Online Courses, Role Playing
Altay, Burçak; Ballice, Gülnur; Bengisu, Ebru; Alkan-Korkmaz, Sevinç; Paykoç, Eda – International Journal of Inclusive Education, 2016
This paper explores the process and outcome of using learner-centred methods to develop students' empathic design abilities during an educational workshop on inclusive design. In the first section of the paper, we suggest the significance of incorporating inclusive design within the education of design disciplines. Then, we introduce a workshop on…
Descriptors: Inclusion, Educational Experience, Workshops, Interior Design
Scholz, Kyle W.; Schulze, Mathias – Language Learning & Technology, 2017
Recent research in digital game-based language learning has been encouraging, yet it would benefit from research methods that focus on the gaming processes and second-language development (Larsen-Freeman, 2015) rather than learner/player reflection or individuals' beliefs about the validity of gameplay. This has proven challenging as research…
Descriptors: Second Language Learning, Second Language Instruction, Role Playing, Observation
Wollersheim Shervey, Sarah; Sandilos, Lia E.; DiPerna, James C.; Lei, Pui-Wa – School Psychology Quarterly, 2017
The purpose of this study was to examine the social validity of the Social Skills Improvement System--Classwide Intervention Program (SSIS-CIP) for teachers in the primary grades. Participants included 45 first and second grade teachers who completed a 16-item social validity questionnaire during each year of the SSIS-CIP efficacy trial. Findings…
Descriptors: Elementary School Teachers, Intervention, Grade 1, Grade 2
McDaniel, Sara C.; Bruhn, Allison L.; Troughton, Leonard – Journal of Behavioral Education, 2017
Social skills instruction has been recommended as a way of improving behavioral and social outcomes for students with emotional and behavioral disorders (EBD). A brief social skills intervention ("Stop and Think" (Knoff in "The stop & think social skills program," Sopris West, Longmont, CO, 2001) was used to extend the…
Descriptors: Emotional Disturbances, Behavior Disorders, Interpersonal Competence, Skill Development
Elliott, Victoria; Dingwall, Nicole – Emotional & Behavioural Difficulties, 2017
Four drama programmes for at-risk youth run by a community theatre formed the basis for a 9-month participant observation and interview study. This paper focuses on the concept of roles, using this as a lens to explore participants' experiences, and to suggest ways in which taking part in the programmes enabled young people to "be Other"…
Descriptors: At Risk Persons, Drama, Participant Observation, Interviews
Wollersheim Shervey, Sarah; Sandilos, Lia E.; DiPerna, James C.; Lei, Pui-Wa – Grantee Submission, 2017
The purpose of this study was to examine the social validity of the Social Skills Improvement System-Classwide Intervention Program (SSIS-CIP) for teachers in the primary grades. Participants included 45 first and second grade teachers who completed a 16-item social validity questionnaire during each year of the SSIS-CIP efficacy trial. Findings…
Descriptors: Elementary School Teachers, Intervention, Grade 1, Grade 2
Carter, William R.; Stickney, Lisa T. – Journal of Management Education, 2019
The content of most MBA capstone strategic management courses emphasizes general management theory and analytical skill development. Additionally, the design of the capstone is often tasked with providing practical application, integrative thinking, and experiential learning. A common critique of the capstone, however, is its insufficient delivery…
Descriptors: Decision Making, Capstone Experiences, Management Development, Masters Programs
Rimanelli, Marco; Gurba, Krzysztof – International Association for Development of the Information Society, 2019
Among recent e-Learning Pedagogical Strategies, gaming and crisis-simulation games are increasingly used in recent years in university-learning and Blended-courses as an out-of-context effective tool for role-playing and education, especially in Law Schools and Business Schools. Gaming covers several sub-fields (war-games; Law School Mock-Trials;…
Descriptors: Electronic Learning, Social Integration, Teaching Methods, Role Playing
Robbie, Sheila; Warren, Bernie – Discourse: Studies in the Cultural Politics of Education, 2021
The digital economy and the global pandemic, together with the effects of climate change, have taken a human toll affecting the pace of everyday life, creating an exponential increase in anxiety and stress related diseases. Today's complex, globalised world creates a need to challenge and reconceptualise educational priorities. In an increasingly…
Descriptors: Teaching Methods, Art Education, Empathy, Stress Management
Bennett, Hannah – International Journal of Kinesiology in Higher Education, 2018
We are in the age of the millennial student: students are ethnically diverse, sheltered, pressured, confident, technologically advanced, team oriented, and some have helicopter parents. Furthermore, while academically inclined, these students also show increases in pressure, feeling overwhelmed, and levels of stress, in addition to academic…
Descriptors: College Students, Age Groups, Teaching Methods, Learner Engagement
Sansone, Nadia; Ligorio, Maria Beatrice; Buglass, Sarah L. – Innovations in Education and Teaching International, 2018
In this paper, we describe a procedure to promote active participation in online courses by supporting students in performing the role of an e-Tutor during group activities. A case study, conducted to explore the procedural effects both on students' interactions and on their perceptions about the role, is discussed. Eighteen university students…
Descriptors: Foreign Countries, College Students, Online Courses, Peer Teaching
Vitalaki, Elena; Kourkoutas, Elias; Hart, Angie – International Journal of Inclusive Education, 2018
Based on the theory of inclusion, the present 3-year pilot program (2013-2016) deals with narrative speech, role play and creative writing as a useful tool to build resilience in primary school students with and without Special Educational Needs (SEN) in the mainstream classroom. The specific aim of the program was to help students develop a…
Descriptors: Inclusion, Resilience (Psychology), Elementary School Students, Disabilities

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