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Schussler, Deborah; Frank, Jennifer; Lee, Tsan-Kuang; Mahfouz, Julia – Journal of Technology and Teacher Education, 2017
Nearly one in three students in the United States today is negatively impacted by bullying. Teachers can play a critical role in stopping bullying-related violence, but many struggle with how to engage students in difficult conversations. Traditional classroom-based pedagogy used to teach communication skills (e.g., modeling & role-play) is…
Descriptors: Computer Simulation, Artificial Intelligence, Role Playing, Teaching Methods
Do as I Say: Using Communication Role-Plays to Assess Sexual Assertiveness Following an Intervention
Mercer Kollar, Laura M.; Davis, Teaniese L.; Monahan, Jennifer L.; Samp, Jennifer A.; Coles, Valerie B.; Bradley, Erin L. P.; Sales, Jessica McDermott; Comer, Sarah K.; Worley, Timothy; Rose, Eve; DiClemente, Ralph J. – Health Education & Behavior, 2016
Sexual risk reduction interventions are often ineffective for women who drink alcohol. The present study examines whether an alcohol-related sexual risk reduction intervention successfully trains women to increase assertive communication behaviors and decrease aggressive communication behaviors. Women demonstrated their communication skills during…
Descriptors: Sexuality, Risk Management, Intervention, Females
Freire, Sofia; Baptista, Mónica; Freire, Ana – Universal Journal of Educational Research, 2016
Raising awareness about sustainability is an urgent need and as such education for sustainability has gained relevancy for the last decades. It is acknowledged that science education can work as an important context for educating for sustainability. The goal of the present paper is to describe a role-playing activity about the construction of a…
Descriptors: Foreign Countries, Grade 8, Sustainability, Science Education
Gilliam, Melissa; Bouris, Alida; Hill, Brandon; Jagoda, Patrick – Journal of STEM Education: Innovations and Research, 2016
Alternate Reality Games (ARGs) are multiplayer role-playing games that use the real world as their primary platform and incorporate a range of media, including video, audio, email, mobile technologies, websites, live performance, and social networks. This paper describes the development, implementation, and player reception of "The…
Descriptors: STEM Education, Educational Games, Computer Games, Computer Simulation
Aziz, Azniwati Abdul; Ibrahim, Mohamed Akhiruddin; Shaker, Mohammad Hikmat; Nor, Azlina Mohamed – Universal Journal of Educational Research, 2016
Globalization causes educational institutions to encounter various challenges and demand, in which they need to play their roles in improving competitiveness and world-class quality education. Universiti Sains Islam Malaysia (USIM) as a university that integrates "Naqli" and "Aqli" knowledge has taken the globalization…
Descriptors: Foreign Countries, Islam, Global Approach, Language Usage
Min, Wookhee; Wiggins, Joseph B.; Pezzullo, Lydia G.; Vail, Alexandria K.; Boyer, Kristy Elizabeth; Mott, Bradford W.; Frankosky, Megan H.; Wiebe, Eric N.; Lester, James C. – International Educational Data Mining Society, 2016
Recent years have seen a growing interest in intelligent game-based learning environments featuring virtual agents. A key challenge posed by incorporating virtual agents in game-based learning environments is dynamically determining the dialogue moves they should make in order to best support students' problem solving. This paper presents a…
Descriptors: Prediction, Models, Intelligent Tutoring Systems, Computer Simulation
Puri, Kunal; Pugliese, Rudy – Bulletin of Science, Technology & Society, 2012
This study examined video game-playing aggression among graduate and undergraduate students at Rochester Institute of Technology in upstate New York. The following three research questions were posed: In the context of video game playing, what differences are there in levels of aggression in relation to sex? What differences are there in levels of…
Descriptors: Empathy, Undergraduate Students, Graduate Students, Aggression
Paschall, Melissa; Wustenhagen, Rolf – Journal of Management Education, 2012
Educating management students on the connections between business and climate change is essential both to their careers and to society's ability to solve the climate challenge. To impart deep and lasting learning on this topic, the authors developed a multischool negotiation simulation that is unique in its intensiveness, cross-sector design, and…
Descriptors: Role Playing, Climate, Simulation, Environmental Education
Murray, Beth; Salas, Spencer – English in Texas, 2014
Using Jane Austen's "Sense and Sensibility" as an anchor text, the authors argue for applied theatre strategies as vivid and viable tools for exploring challenging texts and applying critical lenses in an embodied way. Readers are guided through a series of theatre-based, English-classroom accessible improvisational frameworks to help…
Descriptors: Creative Activities, Teaching Methods, Novels, English Literature
Kassardjian, Alyne; Leaf, Justin B.; Ravid, Daniel; Leaf, Jeremy A.; Alcalay, Aditt; Dale, Stephanie; Tsuji, Kathleen; Taubman, Mitchell; Leaf, Ronald; McEachin, John; Oppenheim-Leaf, Misty L. – Journal of Autism and Developmental Disorders, 2014
This study compared the teaching interaction procedure to social stories implemented in a group setting to teach social skills to three children diagnosed with autism spectrum disorder. The researchers taught each participant one social skill with the teaching interaction procedure, one social skill with the social story procedure, and one social…
Descriptors: Comparative Analysis, Interaction, Children, Pervasive Developmental Disorders
Husna, Fauziatul – Advances in Language and Literary Studies, 2013
Motivation is by large a fundamental aspect in learning foreign languages which plays significant role in determining the outcome of the learning process. For more than a decade now, EFL in Indonesia have been in the stagnant period when various efforts could not result as expected. One of the problems is that those efforts often do not deal with…
Descriptors: Student Motivation, English (Second Language), Second Language Learning, Active Learning
Ehrlich, Robyn; Cronin-Jones, Linda – Science Teacher, 2013
"The End of Fish" was how Daniel Pauly, professor of fisheries at the University of British Columbia, referred to sobering research showing that--without swift action--populations of all major commercial fish species could collapse by 2048. A lesson on the decline of global fisheries can address many state and national science standards.…
Descriptors: Science Instruction, Industry, Standards, Role Playing
Worthen, Helena H. – McGill Journal of Education, 2013
The representative structure of a union is a maze which, when travelled as a narrative, has drama at every turn. It sets up expectations, pits good against evil, involves many characters with different interests, keeps the clock ticking, and offers opportunities for happy endings (and disappointments) at every level. Union members who are not…
Descriptors: Activism, Change Agents, Union Members, Writing for Publication
Singh, Satendra – Advances in Physiology Education, 2013
The Undergraduate Medical Program (Bachelor of Medicine and Bachelor of Surgery) at University College of Medical Sciences (Delhi, India) is a 4.5-yr, intense academic program where physiology is taught in the first year. To make the learning experience enriching, the Department of Physiology organizes four student seminars (two seminars/semester)…
Descriptors: Learner Engagement, Physiology, Learning Strategies, Foreign Countries
Hall, Lynne; Jones, Susan Jane; Aylett, Ruth; Hall, Marc; Tazzyman, Sarah; Paiva, Ana; Humphries, Lynne – Interactive Technology and Smart Education, 2013
Purpose: This paper aims to briefly outline the seamless evaluation approach and its application during an evaluation of ORIENT, a serious game aimed at young adults. Design/methodology/approach: In this paper, the authors detail a unobtrusive, embedded evaluation approach that occurs within the game context, adding value and entertainment to the…
Descriptors: Young Adults, Computer Games, Computer Software, Evaluation Methods

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