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Pendle, Andy; Rowe, Nick – Research in Drama Education, 2010
Recorded footage of counselling sessions with real clients can be a valuable educational resource that gives training counsellors the opportunity to analyse the theories and practices they encounter in their education. However, the use of such material raises complex ethical issues: what are the safeguards against the misuse of the material? Can…
Descriptors: Personality, Video Technology, Ethics, Educational Resources
Russell, Carol; Shepherd, John – British Journal of Educational Technology, 2010
As online environments and tools have evolved over the last 15-20 years, their use for role-based learning has expanded. This analysis draws on work for an Australian project that has been sharing and developing knowledge about the use of online role-plays in higher education. We describe the learning needs that online role-play can meet, and give…
Descriptors: Foreign Countries, Learning Activities, Program Descriptions, Electronic Learning
Snow, Cason E. – Community & Junior College Libraries, 2010
The ubiquity of video games in today's society presents unique challenges and opportunities for librarians and faculty. A significant subset of video games use historical periods as a setting, some with greater adherence to history than others. Many students are playing these games and bringing preconceived ideas of the historical period to the…
Descriptors: World History, Asian History, Video Games, Libraries
Kongmee, Isara; Strachan, Rebecca; Pickard, Alison; Montgomery, Catherine – International Journal of Virtual and Personal Learning Environments, 2012
Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their…
Descriptors: Computer Games, Role Playing, Second Language Learning, Computer Simulation
Sheffield, Caroline C.; Swan, Stephen B. – Social Education, 2012
Historical reenactments are a frequently utilized active learning strategy that encourages students to engage in historical thinking. They require students to critically read and synthesize information, consider multiple perspectives, and write a coherent narrative demonstrating an understanding of the time period, event, and the individuals…
Descriptors: Cultural Activities, History Instruction, Role Playing, Video Technology
Leahy, Christine – Research-publishing.net, 2012
This paper reports on the findings of a case study that set out to discover student behaviour in the computer room while the participants were engaged in a collaborative computer-assisted language learning (CALL) task in form of an electronic role-play which was designed for advanced learners of business German. The task mainly utilized…
Descriptors: Case Studies, Student Behavior, Cooperative Learning, Computer Assisted Instruction
Schwartz, Ruth N. – Cultural Studies of Science Education, 2012
This Forum paper explores how Matthew Gaydos and Kurt Squire in their manuscript, "CITIZEN SCIENCE: Role Playing Games for Scientific Citizenship," represent issues of games literacy and science literacy. What is the meaning of expertise in the context of games-based learning? An examination of the studies presented suggests that games, like other…
Descriptors: Technology Integration, Role Playing, Science Instruction, Science Achievement
Hottecke, Dietmar; Henke, Andreas; Riess, Falk – Science & Education, 2012
This paper presents a rationale for utilizing HPS to teach physics and the NoS developed in the course of a project funded by the European Union. A core feature of this approach is formed by the development of historical case studies for the use in lessons. Furthermore, the learners' perspectives are explicitly taken into account. Teaching methods…
Descriptors: Foreign Countries, Program Descriptions, Program Effectiveness, Teaching Methods
Gachter, Simon; Konigstein, Manfred – Journal of Economic Education, 2009
The authors present a simple classroom experiment that can be used as a teaching device to introduce important concepts of organizational economics and incentive contracting. First, students take the role of a principal and design a contract that consists of a fixed payment and an incentive component. Second, students take the role of agents and…
Descriptors: Experiments, Economics Education, Undergraduate Study, Contracts
Katz-Buonincontro, Jen – Policy Futures in Education, 2011
How does improvisational theatre promote aesthetic learning in leaders, emphasizing emotion and somatic, or sensory, knowledge? While improvisational theatre has been used in organizational settings, there is little empirical research describing the aesthetic learning process geared towards preparing educational leaders. Based on a case study of…
Descriptors: Leadership Training, Teaching Methods, Theater Arts, Creative Activities
Caza, Arran; Caza, Brianna Barker; Lind, E. Allan – Journal of Management Education, 2011
Treating employees fairly produces many positive outcomes, but evidence suggests that managers' efforts to be fair are often unsuccessful because they emphasize the wrong aspects of justice. Managers tend to emphasize distributive justice, though employees may be most concerned with procedural and interactional justice. Organizational justice…
Descriptors: Employer Employee Relationship, Supervisors, Responsibility, Justice
Lu, Lilly – Journal of Technology and Teacher Education, 2011
Three-dimensional (3D) virtual worlds (VW) have great potential for contemporary art education. This article introduces the key characteristics of 3D VWs and reviews the research literature and application of VWs in education and art education. After explaining how 3D VWs provide unique possibilities as a contemporary art medium, learning tool,…
Descriptors: Student Projects, Art Education, Art Teachers, Teacher Education Curriculum
Ramaswami, Rama – Campus Technology, 2011
Just a few years ago, virtual worlds were credited with the power to transform the universe. Used since the late 1990s in military and medical applications, virtual worlds first gained mainstream media attention when Linden Lab released Second Life in 2003. While other worlds, including open source environments, have launched since then (examples…
Descriptors: Foreign Countries, Computer Software, Technical Support, Computer Uses in Education
Bogale, Gebeyehu W.; Boer, Henk; Seydel, Erwin R. – AIDS Education and Prevention, 2011
In Ethiopia the level of illiteracy in rural areas is very high. In this study, we investigated the effects of an audio HIV/AIDS prevention intervention targeted at rural illiterate females. In the intervention we used social-oriented presentation formats, such as discussion between similar females and role-play. In a pretest and posttest…
Descriptors: Acquired Immunodeficiency Syndrome (AIDS), Control Groups, Role Playing, Intervention
Koc, Mustafa – Teaching and Teacher Education: An International Journal of Research and Studies, 2011
This study examined the potential consequences of using student-filmed video cases in the study of classroom management in teacher education. Pre-service teachers in groups were engaged in video-recorded role playing to simulate classroom memoirs. Each group shared their video cases and interpretations in a class presentation. Qualitative data…
Descriptors: Foreign Countries, Classroom Techniques, Preservice Teacher Education, Role Playing

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