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Karim Ragab; Enrique Martínez-Jiménez; Elvira Fernandez-Ahumada – Contemporary Educational Technology, 2025
This study explores students' perceptions of their engagement with interactive technologies in STEM classes at an applied technology school in the United Arab Emirates (UAE). Specifically, the interactive technology (IT) involves artificial intelligence and virtual reality, along with collaborative digital platforms that incorporate AI elements…
Descriptors: Student Attitudes, Technology Uses in Education, STEM Education, Artificial Intelligence
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Rachael Hains-Wesson; Kiaying Ji; Eliza Wu – International Journal of Work-Integrated Learning, 2023
In this study, an in-person simulated role play as a worthwhile approach in preparation for work-integrated learning (WIL) through a theater and reality of the board (TROB) pedagogical model is explored. Students participated in a twelve week, in-semester TROB program, acting out in-person board room positions, such as Chair and Secretary before…
Descriptors: Student Attitudes, Employment Potential, Job Skills, Skill Development
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Sumei Wu; Meei-Ling Liaw – Language Learning & Technology, 2025
In telecollaboration research, scholars have broadened their focus from the purely linguistic details of online intercultural encounters to include its multimodal dimensions. Yet, no study to date has explored spatial repertoires, namely the totality of semiotic resources (e.g., speech, image, objects) embedded in a particular environment and used…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Language Teachers
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Peng, Jacob; Abdullah, Ira – Accounting Education, 2018
The emphases of student involvement and meaningful engagement in the learner-centered education model have created a new paradigm in an effort to generate a more engaging learning environment. This study examines the success of using different simulation platforms in creating a market simulation to teach business processes in the accounting…
Descriptors: Business Administration Education, Simulation, Computer Uses in Education, Accounting
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Kourgiantakis, Toula; Bogo, Marion; Sewell, Karen M. – Journal of Social Work Education, 2019
There has been a call for social work programs to better prepare students for field education. This qualitative study examined an innovation titled Practice Fridays developed to enhance competence in MSW students in a classroom setting. Students (N=57) described what they learned through this simulation-based learning activity and the processes…
Descriptors: Social Work, Holistic Approach, Counselor Training, Masters Programs
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Lee, Sangmin-Michelle; Park, Moonyoung – Computer Assisted Language Learning, 2020
In many English as a foreign language (EFL) contexts, learning is often limited to decontextualized classroom learning, and students suffer from lack of interaction and authentic opportunities for language learning. One of the recent emerging technologies, context-aware augmented reality (AR) technology can mitigate this problem for EFL…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Computer Software
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Loon, Mark; Bell, Robin – Journal of Further and Higher Education, 2018
An important challenge in higher education today is the growing tutor-student ratio that diminishes the 'human touch'. As learning and teaching ultimately form an interpersonal process, this will lead to student discontent and impact on their learning. Whilst there is little that teaching practitioners can do in terms of the growing student…
Descriptors: Foreign Countries, Undergraduate Students, Business Administration Education, Business Schools
Westbury, Laury A. – Online Submission, 2018
The Institute of Medicine (2012) and Benner, Sutphen, Leonard, and Day (2010) suggested a radical change within nursing education programs to move toward the goal of optimal patient care and to expand technologies and innovation. The World Health Organization (2011) supports the concept that health professionals must receive adequate education at…
Descriptors: Health Services, Simulation, Nursing Education, Patients
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Katz, Ellen – Journal of Social Work Education, 2019
This teaching note describes one example of a shift from content to competence in a graduate MSW course teaching advanced mindfulness complex practice behaviors and skills for use in direct practice. The development of advanced mindfulness competencies and skills provides a conceptual base o shift teaching from lengthy lectures to experiential…
Descriptors: Social Work, Metacognition, Graduate Students, Competency Based Education
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Bruni-Bossio, Vincent; Willness, Chelsea – Journal of Management Education, 2016
The "Kobayashi Maru" is a training simulation that has its roots in the Star Trek series notable for its defining characteristic as a no-win scenario with no "correct" resolution and where the solution actually involves redefining the problem. Drawing upon these characteristics, we designed a board meeting simulation for an…
Descriptors: Experiential Learning, Fidelity, Simulation, Meetings
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Nuske, Kyle – Critical Inquiry in Language Studies, 2015
Considering the prominent position of critical work in TESOL and Applied Linguistics, there is a need for detailed investigations of apprentice practitioners' formative interactions with critical ideas in graduate programs and how these affect their willingness to cultivate their own critical pedagogical repertories. Adopting a case study design,…
Descriptors: Case Studies, Teacher Education, English (Second Language), Second Language Learning
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Chien, Chih-Feng; Rad, Zahra Moghadsian – Journal of Curriculum and Teaching, 2013
This article is to report an action research conducted in two sections of a course called Second Language Acquisition and Development during the fall semester of 2011 and the spring semester of 2012. By focusing on a three-way blended learning (BL) environment--face-to-face (F2F), eLearning, and Second Life (SL, a virtual-world environment), this…
Descriptors: Preservice Teachers, Preservice Teacher Education, Language Acquisition, Technology Integration
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Ansoms, An; Geenen, Sara – Simulation & Gaming, 2012
DEVELOPMENT MONOPOLY is a simulation game that allows players to experience how power relations influence the agency of different socioeconomic groups, and how this can induce poverty and inequality. Players alter the original rules of the MONOPOLY board game so that they more accurately reflect social stratification and inequalities in the…
Descriptors: Foreign Countries, Educational Games, Simulation, College Instruction