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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
Shafriri, Yuval; Levy, Dalit – Journal of Interactive Learning Research, 2018
This paper presents five emergent categories of learning with mobile applications (apps) and suggests an overarching profile to characterize such apps. The categories are organized into three levels. The micro level focuses on interactions and includes (i) interaction with the device and (ii) interaction with the environment. The intermediate…
Descriptors: Computer Oriented Programs, Handheld Devices, Electronic Learning, Affordances
Elizabeth Ayers – Journal of College Science Teaching, 2024
Cognitive processes such as learning and thinking are theorized to be an interaction between the mind, body, and environment in four ways: embodied, embedded, enacted, and extended. Collectively, these four types represent the four "E"s of cognition. The "Next Generation Science Standards" has called for curricular reform that…
Descriptors: Citizen Participation, Science Education, Environment, Handheld Devices
Pánek, Jirí; Glass, Michael – Journal of Geography in Higher Education, 2018
Mobile technology is increasingly widespread in geographic instruction, raising questions about how to integrate and analyse data from multiple users. Collector for ArcGIS allows researchers to gather multi-sensory field data, and is therefore a prospective way to integrate qualitative and quantitative information. We evaluate students' experience…
Descriptors: Handheld Devices, Technology Uses in Education, Geographic Information Systems, Place Based Education
Keane, Linda; Keane, Mark – Design and Technology Education, 2016
We live in a designed world. STEAM by Design presents a transdisciplinary approach to learning that challenges young minds with the task of making a better world. Learning today, like life, is dynamic, connected and engaging. STEAM (Science, Technology, Environment, Engineering, Art, and Math) teaching and learning integrates information in…
Descriptors: STEM Education, Art Education, Design, Interdisciplinary Approach
Mills, Michael, Ed.; Wake, Donna, Ed. – IGI Global, 2017
Education has been progressing at a rapid pace ever since educators have been able to harness the power of mobile technology. Open-access learning techniques provide more students with the opportunity to engage in educational opportunities that may have been previously restricted. "Empowering Learners with Mobile Open-Access Learning…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices