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Showing 1 to 15 of 16 results Save | Export
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Hu, Xinping; Safiena, Sufiana; Goh, Yang Miang; Lin, Alexander – Educational Technology Research and Development, 2023
Virtual Reality (VR) provides an immersive and engaging experience that facilitates the teaching and learning of abstract concepts. This paper describes the design and implementation of the VR 360° (VR360) component of the Virtual and Augmented Reality for Structures (VARS) mobile application. This study used VARS to teach basic structural systems…
Descriptors: Computer Simulation, Undergraduate Students, Administrator Education, Computer Oriented Programs
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Chung Eun Lee; Taesu Lee – Journal of Special Education Technology, 2025
The use of non-face-to-face services and kiosks has expanded due to the development of information and communication technology and accelerated during the COVID-19 pandemic. In South Korea, the use of self-service kiosks has grown to about four times pre-pandemic levels. Therefore, it is pivotal for students with intellectual and developmental…
Descriptors: Foreign Countries, Students with Disabilities, Intellectual Disability, Developmental Disabilities
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Laura M. Heron; Rumi Agarwal; Joel Greenup; Nicole Attong; Shanna L. Burke – International Journal of Inclusive Education, 2024
An estimated 19% of students enrolled in postsecondary education in the US have a disability. However, students with disabilities often face barriers, including accessibility challenges, that result in lower attendance and graduation rates. It is therefore critical that universities take action to ensure campuses are fully inclusive and…
Descriptors: Attitudes toward Disabilities, Usability, Accessibility (for Disabled), Design
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Zimmerman, Heather Toomey; Land, Susan M. – International Journal of Computer-Supported Collaborative Learning, 2022
Our research conducted two iterations of a mixed methods design-based research project with 87 youths, to improve learners' collaboration and knowledge-building by using collaboration scripts during learning-on-the-move within a mobile computing intervention. We investigated how the informal mobile augmented reality app influenced children's…
Descriptors: Children, Place Based Education, Observation, Cooperative Learning
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Danible, Kaitlin; Panizza, Chloe; Boushey, Carol; Kerr, Deborah; Zhu, Fengqing; Banna, Jinan C. – Journal of Extension, 2021
The mobile food record™ (mFR™) is a novel app that allows for the tracking of individual food waste and addresses the limitations of current methods to accurately quantify food waste. Extension educators may use data from the mFR™ to create educational initiatives for food waste prevention and education that may be implemented in settings such as…
Descriptors: Food, Measurement, Computer Oriented Programs, Extension Education
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Pendrill, Ann-Marie; Modig, Conny – Physics Education, 2018
An amusement park is full of examples that can be made into challenging problems for students, combining mathematical modelling with video analysis, as well as measurements in the rides. Traditional amusement ride related textbook problems include free-fall, circular motion, pendula and energy conservation in roller coasters, where the moving…
Descriptors: Science Instruction, Physics, Motion, Scientific Concepts
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Mettis, Kadri; Väljataga, Terje – International Association for Development of the Information Society, 2018
Outdoor learning activities are very time consuming for teachers to prepare and difficult to manage, especially when the activity takes place in a non familiar environment for instance zoos. M-learning could help teachers to conduct outdoor education by involving learners in the creation and orchestration of artefacts (game). For that it is…
Descriptors: Game Based Learning, Outdoor Education, Learning Activities, Telecommunications
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Santos, Maria P. M.; Rech, Cassiano R.; Alberico, Claudia O.; Fermino, Rogério C.; Rios, Ana P.; David, João; Reis, Rodrigo S.; Sarmiento, Olga L.; McKenzie, Thomas L.; Mota, Jorge – Measurement in Physical Education and Exercise Science, 2016
The app for the System for Observing Play and Recreation in Communities (iSOPARC®) was developed to enhance System for Observing Play and Recreation in Communities data collection and management. The study aim was to examine the usability and inter-rater reliability of iSOPARC®. Trained observers collected data in 16 park areas in two Latin…
Descriptors: Computer Oriented Programs, Play, Recreational Activities, Observation
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Pejoska-Laajola, Jana; Reponen, Sanna; Virnes, Marjo; Leinonen, Teemu – Australasian Journal of Educational Technology, 2017
Informal learning in a physical work context requires communication and collaboration that build on a common ground and an active awareness of a situation. We explored whether mobile video conversations augmented with on-screen drawing features were beneficial for improving communication and remote collaboration practices in the construction and…
Descriptors: Telecommunications, Informal Education, Handheld Devices, Educational Technology
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Bucci, Karen – Science and Children, 2018
In this article, Karen Bucci describes how she incorporated her iPad with the wireless SmartScope iGO microscope and Wi-Viewer app to teach her fourth-grade class the science module "Ecosystems" by National Science Resources Center's Science and Technology for Children (STC) (1996, 2005). A main idea in the unit is the importance of…
Descriptors: Water, Recreational Facilities, Ecology, Educational Technology
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Raths, David – T.H.E. Journal, 2013
At the end of the 2010-2011 school year, San Diego Unified School District, had 10,000 iPads in use and was set to add 18,000 more the next semester. Teachers and students were enthusiastic about using the devices yet the district faced a serious problem: Teachers were reporting to the instructional tech team that using Apple Configurator and…
Descriptors: Handheld Devices, Facility Inventory, Computer Oriented Programs, Computer Software
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Pombo, Lúcia; Marques, Margarida Morais – International Association for Development of the Information Society, 2018
Augmented Reality (AR) technology and games can enhance motivation for learning. When combined with mobile devices, AR technology can promote authentic learning in outdoor environments, such as urban parks. These spaces can be used for Science Education, particularly, for environmental education and nature conservation. The EduPARK project…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Educational Games
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Green, Marybeth; Conkey, April; Challoo, Linda – Journal of Interactive Learning Research, 2015
Educating the public about wildlife and conservation has long been a core component of many zoos' mission statements (Patrick, Matthews, Ayers, & Tunnicliffe, 2007). However, research has demonstrated that most patrons visit zoos to be entertained and to socialize rather than to be educated. Thus, greater emphasis is now placed on encouraging…
Descriptors: Wildlife, Recreational Facilities, Conservation (Environment), Exhibits
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Rendy; Kristanda, Marcel Bonar; Hansun, Seng – International Journal of Evaluation and Research in Education, 2017
The growth of kids' brain could be optimized by recognizing something. Learning to recognize animals is one of the methods to stimulate the children's brain growth to imagine. Nevertheless, kids tend to spend all their time by playing and could not focus to recognize the animals due to the way of learning which is usually not interactive and not…
Descriptors: Recognition (Psychology), Animals, Brain, Child Development
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Thompson, Susan – Journal of Access Services, 2015
Libraries have become increasingly interested in studying the use of spaces within their buildings. Traditional methods for tracking library building use, such as gate counts, provide little information on what patrons do once they are in the library; therefore, new methods for studying space usage are being developed. Particularly promising are…
Descriptors: Libraries, Observation, Telecommunications, Handheld Devices
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