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Kai-Yi Chin; Ching-Sheng Wang – Interactive Learning Environments, 2024
This study developed a VR-based mobile learning system to simulate the natural environment of a geopark for university students to learn geological knowledge. This learning method used a Google cardboard equipped with smartphones, where students can watch stereoscopic scenes and experience virtual environments as if visiting the geopark. In order…
Descriptors: Foreign Countries, Computer Simulation, Handheld Devices, Geology
Burt, Malcolm; Pendrill, Ann-Marie – Physics Education, 2020
Large drop towers let you experience a couple of seconds of nearly free fall before stopping gracefully in magnetic brakes or bouncing a number of times on compressed air, as in the Turbo Drop tower considered in this work, where many complementary representations are used. An accelerometer taken along on the ride captured the forces experienced…
Descriptors: Computer Simulation, Video Technology, Parks, Physics
Rita Rodrigues; Lúcia Pombo; Margarida M. Marques – International Association for Development of the Information Society, 2023
Mobile devices, augmented reality (AR), and outdoor games can be mobilized to promote Education for Sustainable Development and, thus, to sensitize to nature conservation. The EduCITY project combines mobile learning, AR, and environmental sensors towards sustainability education and creates opportunities for citizens to contribute to their city's…
Descriptors: Sustainable Development, Environmental Education, Educational Opportunities, Urban Areas
Pombo, Lúcia; Marques, Margarida M. – Education Sciences, 2021
Mobile augmented reality games (MARGs) can be leveraged for educational purposes, as there are several examples in the literature revealing their educational value. The supporting technologies for MARGs' implementation in education are increasingly pervasive and popular, so it is time for their adoption in teacher practices. However, the…
Descriptors: Guidelines, Inservice Teacher Education, Teacher Workshops, Elementary School Teachers
Gouseti, Anastasia; Abbott, Daisy; Burden, Kevin; Jeffrey, Stuart – Technology, Pedagogy and Education, 2020
This paper explores how a legacy digital artefact can be adopted within formal education settings and looks at the pedagogical and other opportunities created by its use within three primary and secondary classrooms in the UK. Through a comparative case study, the paper investigates the potential of using a virtual 3D model of the 1938 British…
Descriptors: Teaching Methods, Technology Integration, Elementary Secondary Education, Case Studies
Pombo, Lúcia; Marques, Margarida Morais; Afonso, Luís; Dias, Paulo; Madeira, Joaquim – International Journal of Mobile and Blended Learning, 2019
There is a discussion on the potential of augmented reality (AR), mobile technologies to enhance learning. This article presents: 1) the EduPARK project's first cycle of design-based research for the development of a mobile AR game-like app that aims to promote learning in an urban park, and 2) an experience of students using it in loco. The focus…
Descriptors: Handheld Devices, Computer Simulation, Computer Software, Outdoor Education
Pombo, Lúcia; Marques, Margarida M. – Education Sciences, 2020
New teaching methodologies are nowadays integrating mobile devices, augmented reality (AR), and game-based learning in educational contexts. The combination of these three elements is considered highly innovative, and it allows learning to move beyond traditional classroom environments to nature spaces that students can physically explore. The…
Descriptors: Educational Games, Computer Simulation, Game Based Learning, Handheld Devices
Friess, Daniel A.; Oliver, Grahame J. H.; Quak, Michelle S. Y.; Lau, Annie Y. A. – Journal of Geography in Higher Education, 2016
The "field trip" is a key pedagogical tool within geographical education to encourage deep learning, though they are increasingly difficult to implement due to reduced budgets, safety concerns and increasing class sizes. We incorporated three field-learning activities into a large introductory module. A traditional staff-led trip was the…
Descriptors: Geography Instruction, Teaching Methods, Learning Activities, Video Technology
Tutwiler, M. Shane; Lin, Ming-Chao; Chang, Chun-Yen – Journal of Science Education and Technology, 2013
In this study, a follow-up analysis of the data reported in Lin et al. ("Learn Media Technol." doi: 10.1080/17439884.2011.629660 , 2011), we investigated the relationship between student use of a virtual field trip (VFT) system and the probability of students reporting wanting to visit the national park site upon which the VFT was modeled,…
Descriptors: Computer Simulation, Teamwork, Prior Learning, Educational Objectives
De Vecchis, Gino; Pasquinelli D'Allegra, Daniela; Pesaresi, Cristiano – Review of International Geographical Education Online, 2011
During the last few years the Italian school system has seen significant changes but geography continues to be considered a boring and un-useful discipline by public institutions. The main problem is the widespread geographic illiteracy and the fact that very often people do not know the objectives, methodology and tools of geographical studies.…
Descriptors: Geography Instruction, Teaching Methods, High School Students, Role
Bidarra, Jose; Martins, Olimpio – Journal of Research on Technology in Education, 2011
In this paper we present Geodromo, a prototype of an educational multimedia system, part of the Portuguese "Ciencia Viva" (Live Science) educational program, which is aimed at young people and designed with innovative characteristics. The project is based on a robotic multimedia simulator and an online puzzle game aimed at the…
Descriptors: Foreign Countries, Discovery Learning, Geology, Parks