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Atkinson, Tom – TechTrends: Linking Research and Practice to Improve Learning, 2008
Second Life[TM], or simply SL, was developed at Linden Lab, a San Francisco-based corporation defined by its creators as "an online society within a 3-D virtual world entirely built and owned by its residents, where they can explore, build, socialize and participate in their own economy." With over 14 million residents in the SL virtual community,…
Descriptors: Social Behavior, Social Networks, Technological Advancement, Higher Education
McGuire, Margit; Waldman, John – Phi Delta Kappan, 2008
A paramount duty of education is to prepare young people for their role as citizens in a democratic society. Voting is one of the important responsibilities of a citizen but statistics indicate that young people often don't vote and don't believe they have a stake in the outcome of the presidential election. Storypath is a teaching strategy that…
Descriptors: Democracy, Elections, Political Campaigns, Teaching Methods
Kubinger, Klaus D.; Wiesflecker, Sabine; Steindl, Renate – Journal of Psychoeducational Assessment, 2008
An interview guide for children and adolescents, which is based on systemic therapy, has recently been added to the collection of published instruments for psychological interviews. This article aims to establish the amount of information gained during a psychological investigation using the Systemic-based Interview Guide rather than an intuitive,…
Descriptors: College Students, Validity, Psychology, Interviews
Kuhn, Laura R.; Bodkin, Amy E.; Devlin, Sandra D.; Doggett, R. Anthony – Education and Training in Developmental Disabilities, 2008
This study evaluated the ability of peers in special education to implement pivotal response training (PRT) with two students with autism in order to increase social interactions. Peers were taught the strategies using modeling, role-playing, and feedback. After training, peers implemented PRT strategies with the children with autism. Picture…
Descriptors: Autism, Interpersonal Relationship, Interaction, Special Education
Yuen, Timothy; Liu, Min – Journal of Interactive Learning Research, 2011
This paper presents a cognitive model of how interactive multimedia authoring (IMA) affect novices' cognition in object-oriented programming. This model was generated through an empirical study of first year computer science students at the university level being engaged in interactive multimedia authoring of a role-playing game. Clinical…
Descriptors: Feedback (Response), Programming, Cognitive Processes, Task Analysis
Siyahhan, Sinem; Barab, Sasha A.; Downton, Michael P. – International Journal of Computer-Supported Collaborative Learning, 2010
We implemented a five-week family program called "Family Quest" where parents and children ages 9 to 13 played Quest Atlantis, a multiuser 3D educational computer game, at a local after-school club for 90-minute sessions. We used activity theory as a conceptual and an analytical framework to study the nature of intergenerational play, the…
Descriptors: Play, Intergenerational Programs, Family Programs, Parent Child Relationship
Scorgie, Kate – International Journal of Inclusive Education, 2010
Transformative learning occurs when students engage in activities that challenge formative assumptions about the world and how it works. The "Family Collaboration Portfolio" was designed as an interactive simulation exercise in which preservice professionals critically examined their assumptions of parenting a child with a disability through…
Descriptors: Preservice Teacher Education, Graduate Study, Student Attitudes, Parent School Relationship
Kenny, Robert F.; Wirth, Jeffery – Journal of Effective Teaching, 2009
Research has shown that quality teacher-student interactions far outweigh all other considerations to produce positive learning outcomes. Although this may be inherently obvious, few teacher preparation programs dedicate much time to training teachers how to create positive interactive, constructivist learning environments. Much can be learned…
Descriptors: Constructivism (Learning), Learning Experience, Best Practices, Interaction
Ramirez, Becky – Online Submission, 2009
Although the nursing profession has traditionally been associated with compassionate, patient, and caring behaviors, living in this advanced technological environment where patient related skills and tasks are often rushed caring behaviors are sometimes not seen. In order to improve high school nursing assistant student caring behaviors as well…
Descriptors: Nursing Education, Allied Health Personnel, Curriculum Implementation, Curriculum Design
Schonrock-Adema, Johanna; Van der Molen, Henk T.; van der Zee, Karen I. – Teaching of Psychology, 2009
This article describes the effects of self-instruction training (SIT) in microcounseling skills compared to those of a traditional trainer-guided program (TT) in a pretest-posttest comparison group design. A sample of 193 undergraduate psychology students participated in this study: 97 students followed SIT and 96 students followed TT. We used…
Descriptors: Program Effectiveness, Psychology, Microcounseling, Pretests Posttests
Mullineaux, Paula Y.; Dilalla, Lisabeth F. – Journal of Creative Behavior, 2009
Individual differences in creativity across the lifespan have been identified, but little research has focused on the development of creativity during early adolescence. This project examined individual differences on two measures of creativity in early adolescence as well as the predictability of adolescent creativity from pretend play behaviors…
Descriptors: Creativity, Play, Early Adolescents, Child Development
Jamaludin, Azilawati; Chee, Yam San; Ho, Caroline Mei Lin – Computers & Education, 2009
This paper examines how pre-university students shared and constructed knowledge in the context of GP (general paper) by interacting through individual virtual characters across five cycles of enactive role play sessions. Contextualized scenarios on the topic of euthanasia were developed in "Second Life". Role-playing the virtual characters…
Descriptors: Death, Data Analysis, Virtual Classrooms, Ethics
Hsu, Shang Hwa; Wen, Ming-Hui; Wu, Muh-Cherng – Computers & Education, 2009
The overuse of Massively Multiplayer Online Role Playing Games (MMORPGs) is becoming a significant problem worldwide, especially among college students. Similar to Internet addiction, the pathological use of MMORPG is a kind of modern addiction that can affect students' lives on both a physical and a psychological level. The purpose of this study…
Descriptors: Personality Traits, College Students, Games, Role Playing
Wozny, Darren A.; Porter, Julia Y. – Perspectives in Peer Programs, 2009
Student peer helpers will be trained to provide an intermediate helping response with potentially distressed campus students. The purpose of this article is to sufficiently describe our student peer helper training orientation curriculum, that is aligned with our educational objectives and the NAPP (2002) training standards, so that other college…
Descriptors: Peer Counseling, College Students, Commuter Colleges, Curriculum
Carter, Philip D. – Qualitative Inquiry, 2009
This article is a story in three acts. Act I is the initial article submitted to "Qualitative Inquiry" describing an unscripted sociodrama that occurred in a weekly psychodrama group two days after September 11, 2001 (initial submission titled, "9/11 in New Zealand: A point of leverage"). Act II presents the reviewer's response…
Descriptors: Foreign Countries, Group Activities, Psychology, Drama

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