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Reacting games developed as a genre of experiential education games in the United States in the late 1990s from work done by Mark Carnes at Barnard College. [1] [2] The prototype for these games is the Reacting to the Past series originally published by Pearson-Longman and currently published by W. W. Norton & Company and the Reacting Consortium Press.
Role-playing is used to equip future practitioners with experience in using diverse skills, structures, and methods to handle various mediation and facilitation scenarios. These roleplays usually have students roleplaying both the mediation-facilitation and client-sides of the interactions; however, more intense or complicated scenarios can be ...
Learning through play is a term used in education and psychology to describe how a child can learn to make sense of the world around them. Through play children can develop social and cognitive skills, mature emotionally, and gain the self-confidence required to engage in new experiences and environments.
Scheyvens, Griffin, Jocoy, Liu, & Bradford (2008) further noted that "by utilizing learning strategies that can include small-group work, role-play and simulations, data collection and analysis, active learning is purported to increase student interest and motivation and to build students ‘critical thinking, problem-solving and social skills".
It is the role of the educator to promote discovery learning through the implementation of classroom methods such as learning contracts, group projects, role play, case studies, and simulations. These methods facilitate transformative learning by helping learners examine concepts in the context of their lives and analyze the justification of ...
In interactive learning, people collaborate to share information. The concept of serious games involves immersing students in virtual worlds by means of role-playing and interactive games; it is similar to the concept of distance education. [1] [2]
Games and learning is a field of education research that studies what is learned by playing video games, and how the design principles, data and communities of video game play can be used to develop new learning environments.
Role-play is an oral activity usually done in pairs, whose main goal is to develop students' communicative abilities in a certain setting. [4] Example: The instructor sets the scene: where is the conversation taking place? (E.g., in a café, in a park, etc.) The instructor defines the goal of the students' conversation.