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1. On the Bridge to Learn: Analysing the Social Organization of Nautical Instruction in a Ship Simulator (EJ996619)

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Author(s):

Hontvedt, MagnusArnseth, Hans Christian

Source:

International Journal of Computer-Supported Collaborative Learning, v8 n1 p89-112 Mar 2013

Pub Date:

2013-03-00

Pub Type(s):

Journal Articles; Reports - Research

Peer Reviewed:

Yes

Descriptors:
Marine EducationNavigationProfessional TrainingSocial EnvironmentInteractionTraining MethodsComputer SimulationSimulated EnvironmentRole PlayingQualitative ResearchComputer Assisted InstructionCooperative LearningInstructional EffectivenessLearning ActivitiesLearning Processes

Abstract:
Research on simulator training has rarely focused on the way simulated contexts are constructed collaboratively. This study sheds light on how structuring role-play and fostering social interactions may prove fruitful for designing simulator training. The article reports on a qualitative study of nautical students training in a ship simulator. The study examines how a group of students, together Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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2. Step Away from the Syllabus: Engaging Students on the First Day of Legal Environment (EJ996143)

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Author(s):

Koval, Michael R.

Source:

Journal of Legal Studies Education, v30 n1 p179-194 Mar 2013

Pub Date:

2013-03-00

Pub Type(s):

Journal Articles; Reports - Descriptive

Peer Reviewed:

Yes

Descriptors:
Business Administration EducationLaw Related EducationCollege InstructionCollege StudentsLearner EngagementExpectationStudent ExperienceClass ActivitiesGroup ActivitiesCourse ContentRole PlayingFeedback (Response)

Abstract:
Many instructors have fallen into the syllabus habit of the first day, and students have come to expect nothing more. While reviewing the syllabus is important, it is not all that engaging for either the instructor or the students. In this article, the author establishes the pedagogical importance of the first day of class experience through the perspectives of instructor objectives and student e Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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3. Spaces in between Us: A Qualitative Study into the Impact of Spatial Practice when Learning in "Second Life" (EJ995982)

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Author(s):

Savin-Baden, Maggi

Source:

London Review of Education, v11 n1 p59-75 2013

Pub Date:

2013-00-00

Pub Type(s):

Journal Articles; Reports - Research

Peer Reviewed:

Yes

Descriptors:
Program EffectivenessTeacher AttitudesCuesInformation TechnologySpace UtilizationQualitative ResearchHigher EducationPersonal NarrativesInquiryComputer SimulationVirtual ClassroomsTeaching MethodsGamesComputer Uses in EducationRole PlayingOwnershipForeign Countries

Abstract:
This paper will present a study that explored the perceived impact of spatial practice in "Second Life" (SL) on teaching and learning from the point of view of participants in higher education (lecturers, developers and researchers). Narrative inquiry was used to access stories and experiences of space and spatial practice from staff perspectives. The findings indicated that ownership, spatial vi Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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4. Ethnic, Gender, and Contact Differences in Intimacy Attitudes toward Wheelchair Users (EJ995883)

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Author(s):

Marini, IrmoWang, XiaohuiEtzbach, Colleen A.Del Castillo, Alinka

Source:

Rehabilitation Counseling Bulletin, v56 n3 p135-145 Apr 2013

Pub Date:

2013-04-00

Pub Type(s):

Journal Articles; Reports - Research

Peer Reviewed:

Yes

Descriptors:
Assistive TechnologyPersonality TraitsStudent AttitudesInterpersonal RelationshipAltruismStatistical AnalysisIntimacyPhotographyWhite StudentsMisconceptionsEthnicityGender DifferencesHuman BodyBiographiesUndergraduate StudentsSurveysHispanic American StudentsDating (Social)MarriageFriendshipAttitudes toward DisabilitiesIntelligenceHumorSexualityDiseasesRole PlayingSocial Attitudes

Abstract:
Student attitudes toward having a relationship with a wheelchair user were explored. Participants initially selected one of six opposite gender head shots and subsequently viewed their selection's whole body photograph in a wheelchair along with reading a short biography. Primarily undergraduate Hispanic and Caucasian students (N = 810) were surveyed regarding their interest in potentially being Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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5. The Social Construction of Meaning: Reading "Animal Farm" in the Classroom (EJ996555)

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Author(s):

Yandell, John

Source:

Literacy, v47 n1 p50-55 Apr 2013

Pub Date:

2013-04-00

Pub Type(s):

Journal Articles; Reports - Descriptive

Peer Reviewed:

Yes

Descriptors:
Teaching MethodsNovelsReadingRole PlayingCooperative LearningReading InstructionClassics (Literature)

Abstract:
The novel, it has generally been assumed, was from its very beginnings a literary form designed to be read by solitary, silent individuals. One consequence of this assumption is that the class novel, read amid all the noise and sociality of the classroom, tends to be treated as a preparation for more authentic, private reading, or even as a poor substitute for it. This essay argues that the histo Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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6. Playing With Conflict: Teaching Conflict Resolution through Simulations and Games (EJ996785)

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Author(s):

Powers, Richard B.Kirkpatrick, Kat

Source:

Simulation & Gaming, v44 n1 p51-72 Feb 2013

Pub Date:

2013-02-00

Pub Type(s):

Journal Articles; Reports - Descriptive

Peer Reviewed:

Yes

Descriptors:
Majors (Students)ConflictGraduate StudentsConflict ResolutionGamesTeaching MethodsSimulationRole PlayingTrust (Psychology)CooperationUndergraduate StudentsInterpersonal RelationshipInstructional Effectiveness

Abstract:
Playing With Conflict is a weekend course for graduate students in Portland State University's Conflict Resolution program and undergraduates in all majors. Students participate in simulations, games, and experiential exercises to learn and practice conflict resolution skills. Graduate students create a guided role-play of a conflict. In addition to an oral debriefing, students wrote a debriefing Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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7. Leveraging Web-Based Environments for Mass Atrocity Prevention (EJ996787)

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Author(s):

Harding, Tucker B.Whitlock, Mark A.

Source:

Simulation & Gaming, v44 n1 p94-117 Feb 2013

Pub Date:

2013-02-00

Pub Type(s):

Journal Articles; Reports - Research

Peer Reviewed:

Yes

Descriptors:
PreventionProblem Based LearningTeaching MethodsConflictForeign CountriesInternetSocial TheoriesPerspective TakingEducational ExperienceEmotional ResponseViolenceEducational TheoriesComputer SimulationEducational TechnologyWeb Based InstructionCollege StudentsProfessional DevelopmentWorkshopsLearner EngagementHomicideRole Playing

Abstract:
A growing literature exploring large-scale, identity-based political violence, including mass killing and genocide, debates the plausibility of, and prospects for, early warning and prevention. An extension of the debate involves the prospects for creating educational experiences that result in more sophisticated analytical products that enhance preventive policy action. This article details an a Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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8. A Qualitative Analysis of Online Gaming Addicts in Treatment (EJ997634)

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Author(s):

Beranuy, MartaCarbonell, XavierGriffiths, Mark D.

Source:

International Journal of Mental Health and Addiction, v11 n2 p149-161 Apr 2013

Pub Date:

2013-04-00

Pub Type(s):

Journal Articles; Reports - Research

Peer Reviewed:

Yes

Descriptors:
Addictive BehaviorGrounded TheoryFriendshipComputer GamesRole PlayingInterviewsRecreational ActivitiesComputer Mediated CommunicationPsychological PatternsContext EffectMental Health

Abstract:
Online gaming addiction is a relatively under-researched area and there have been few studies examining online gamers in treatment. This paper reports the findings from a qualitative interview study of nine players undergoing treatment for their addictive playing of Massively Multiplayer Online Role Playing Games (MMORPGs). A face-to-face interview study with nine online gaming addicts was carrie Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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9. Do Bosses Give Extra Credit? Using the Classroom to Model Real-World Work Experiences (EJ997684)

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Author(s):

Campana, Kristie L.Peterson, Jamie J.

Source:

College Teaching, v61 n2 p60-66 2013

Pub Date:

2013-00-00

Pub Type(s):

Journal Articles; Reports - Descriptive

Peer Reviewed:

Yes

Descriptors:
College GraduatesLabor MarketCompetitionWork EnvironmentOccupational InformationJob SkillsEmployment QualificationsCommunication SkillsInterpersonal CompetenceProblem SolvingTeamworkCollege CurriculumCollege StudentsCollege FacultySupervisorsRole PlayingClass ActivitiesEducation Work RelationshipStudent BehaviorLearner Engagement

Abstract:
Recent college graduates are entering a competitive workforce that demands strong communication, teamwork, and problem-solving skills. However, many recent surveys and reports describe college graduates as deficient in these skills. For two courses at separate institutions, we each framed a course as a job, playing the role of a supervisor or employer rather than a professor. We prepared an emplo Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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10. Table-Top Role Playing Game and Creativity (EJ997899)

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Author(s):

Chung, Tsui-shan

Source:

Thinking Skills and Creativity, v8 p56-71 Apr 2013

Pub Date:

2013-04-00

Pub Type(s):

Journal Articles; Reports - Research

Peer Reviewed:

Yes

Descriptors:
CreativityPrimingRole PlayingCreative ThinkingCreativity TestsGamesThinking SkillsQuestionnairesScoresComputer GamesVideo Games

Abstract:
The current study aims to observe whether individuals who engaged in table-top role playing game (TRPG) were more creative. Participants total 170 (52 TRPG players, 54 electronic role playing game (ERPG) players and 64 Non-players) aged from 19 to 63. In the current study, an online questionnaire is used, adopting the verbal subtests of Wallach-Kogan Creativity Tests and the McCrae and Costa Big Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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