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Lasley, Joe – New Directions for Student Leadership, 2022
This article describes a developmental framework for the application of role-playing games (RPGs) in leadership learning. RPGs relate to leadership learning on a range of levels from individual development, to team building, to parallel group processes. The variety and depth of learning and development potential in RPGs is very exciting,…
Descriptors: Educational Games, Role Playing, Leadership Training, Teamwork
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Crisman, Jonathan Jae-an; Keith, Ladd; Sami, Ida; Garfin, Gregg – Journal of Environmental Education, 2023
Climate change and the urban heat island (UHI) effect are increasing extreme heat risk in cities across the world, and have already made extreme heat the top weather-related cause of death in the United States. Despite this, understanding of viable strategies to address extreme heat is still limited, for both decision-makers and the public. Using…
Descriptors: Adults, Educational Games, Interaction, Science and Society
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Dawn M. Woods; Diane B. Gifford; Paul Yovanoff; Ashley Sandoval – Adult Literacy Education, 2023
In the United States, 16.6 million adults are unable to comprehend sentences or read common documents, thereby limiting their ability to participate in a literate society. Given the consequences of low literacy, we conducted a single-case study with adult multilingual learners to test the effectiveness of a game app, Codex: The Lost Words of…
Descriptors: Adult Literacy, Decoding (Reading), Computer Oriented Programs, Multilingualism
Rafael Leonardo da Silva – ProQuest LLC, 2021
Moral decision-making models in game environments have been increasingly reported in research. These models, however, focus on identifying affordances and goals of games and educational interventions rather than tracing the process of moral decision-making in game worlds. This dissertation study addresses this gap in the literature by presenting…
Descriptors: Moral Values, Decision Making, Video Games, Empathy
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Choi, Eunsun; Park, Namje – Journal of Curriculum and Teaching, 2022
Due to the influence of the COVID-19 pandemic, more older people are exposed to Information Technology(IT) in their daily lives. However, due to the lack of digital literacy capabilities of the elderly, it is difficult to use digital devices, making it difficult to live. Therefore, this paper outlined the impact of the digital divide on daily life…
Descriptors: Information Technology, Older Adults, Technology Education, Humanities Instruction
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Chang, Chi-Cheng; Yang, Szu-Ting – International Journal of Educational Technology in Higher Education, 2023
There has been a little research on emotion, cognitive load, or learning performance for digital game-based learning (DGBL). However, there is still a dearth of research on investigating the interactive effects of scaffolding DGBL and cognitive style on the above three outcomes. Participants were 97 middle-aged and elder adults from a community…
Descriptors: Adult Learning, Adults, Emotional Response, Cognitive Processes
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Reddick, Ronica; Smith, Daniel Leeman – Teaching Artist Journal, 2020
In this article, we present a case study review of an educational, semi-collaborative role-playing game designed to provide participants the opportunity to practice soft skills identified by industry leaders as vital to one's success in the business sector. We discuss the successes of using theatre techniques as a gymnasium for social emotional…
Descriptors: Role Playing, Educational Games, Theater Arts, Social Emotional Learning
Mechtley, Adam D. – ProQuest LLC, 2019
Over the last decade, researchers have identified complex epistemic practices in online gaming communities. Such research invites the question: Can games engender these attitudes and behaviors, or do they merely provide an outlet for players already predisposed to these forms of knowledge production? This question poses both theoretical and design…
Descriptors: Educational Games, Science Education, Epistemology, Persuasive Discourse
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Callies, Sophie; Gravel, Mathieu; Beaudry, Eric; Basque, Josianne – International Journal of Game-Based Learning, 2017
This paper presents an architecture designed for simulation serious games, which automatically generates game-based scenarios adapted to learner's learning progression. We present three central modules of the architecture: (1) the learner model, (2) the adaptation module and (3) the logs module. The learner model estimates the progression of the…
Descriptors: Simulation, Educational Games, Models, Computation
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Bureš, Vladimír; Mikulecká, Jaroslava; Ponce, Daniela – SAGE Open, 2017
The use of television (TV) for learning purposes has been a topic of interest for several decades. Although digital TV represents a highly up-and-coming platform for education, there is a plethora of issues from various areas. The primary goal of this article is to present details associated with the investigation of how elderly as a distinctive…
Descriptors: Television, Educational Technology, Older Adults, Adult Education
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Higueras-Rodríguez, Lina; Medina-García, Marta; Molina-Ruiz, Enriqueta – Education Sciences, 2020
In this study we analyzed the primary teaching and training experiences that observe play as a didactic resource to facilitate learning, highlighting fundamental elements and characteristics. A descriptive analysis of the different programs and contents with respect to playful methodology proposed by the Ministry of Education of Andalusian…
Descriptors: Foreign Countries, Teacher Education Programs, Program Effectiveness, Play
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Fonseca, Maria da Conceição Ferreira Reis – ZDM: The International Journal on Mathematics Education, 2020
The diversity of vulnerability conditions, that have prevented children and adolescents from exercising their right to school education, also produces a diversity of cultural references of the public that comes to Basic Education programs for Youth and Adults in developing countries. This diversity often forges appropriation processes of numeracy…
Descriptors: Numeracy, Adult Basic Education, Syntax, Semantics
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Lavoue, Elise; Monterrat, Baptiste; Desmarais, Michel; George, Sebastien – IEEE Transactions on Learning Technologies, 2019
In spite of their effectiveness, learning environments often fail to engage users and end up under-used. Many studies show that gamification of learning environments can enhance learners' motivation to use learning environments. However, learners react differently to specific game mechanics and little is known about how to adapt gaming features to…
Descriptors: Educational Games, Educational Environment, Learner Engagement, Time on Task
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Pugliese, Cara E.; Ratto, Allison B.; Granader, Yael; Dudley, Katerina M.; Bowen, Amanda; Baker, Cynthia; Anthony, Laura Gutermuth – Autism: The International Journal of Research and Practice, 2020
Youth with autism spectrum disorder can face social-communication challenges related to sexuality, dating, and friendships. The purpose of this study was to assess the feasibility, acceptability, and preliminary efficacy of the Supporting Teens with Autism on Relationships program. In total, 84 youth with autism spectrum disorder aged 9 to 18 and…
Descriptors: Autism, Pervasive Developmental Disorders, Sex Education, Curriculum
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Kiss, Elizabeth A.; Redlo, Jesse M. – Journal of Intellectual Disabilities, 2021
The Center for Disease Control (CDC) recommended that direct support professionals (DSPs) take additional steps to protect people with disabilities during COVID-19 and receive training on the use of personal protective equipment and infection prevention. The Golisano Institute for Developmental Disability Nursing identified this as an unmet need…
Descriptors: Disabilities, COVID-19, Pandemics, Health Needs
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