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Carl Boel; Kim Dekeyser; Marijke Lemal; Tijs Rotsaert; Martin Valcke; Tammy Schellens; Dieter Struyf – TechTrends: Linking Research and Practice to Improve Learning, 2024
As augmented, virtual and mixed reality have become more user-friendly and affordable, these technologies gained increasing interest from education. Teachers all over the world are triggered by the perceived benefits and start experimenting. However, teachers encounter obstacles to pursue effective implementation. This paper describes how these…
Descriptors: Educational Technology, Barriers, Technology Integration, Computer Simulation
Apaydinli, Köksal – Journal of Educational Technology and Online Learning, 2023
This study aims to examine the studies scanned in Web of Science and Scopus databases between 2006-2020 on the use of augmented reality applications in music education in terms of their descriptive features, methodological features, and outcomes, and to reveal the trends in this field. The criterion sample approach was utilized in this qualitative…
Descriptors: Music Education, Educational Research, Computer Simulation, Educational Technology
Mumba, Frackson; Zhu, Mengxia – Journal of Computers in Mathematics and Science Teaching, 2013
This paper presents a Simulation-based interactive Virtual ClassRoom web system (SVCR: www.vclasie.com) powered by the state-of-the-art cloud computing technology from Google SVCR integrates popular free open-source math, science and engineering simulations and provides functions such as secure user access control and management of courses,…
Descriptors: Computers, Virtual Classrooms, Assignments, Internet
Johnston, Joyce P., Ed. – Association for the Advancement of Computing in Education, 2017
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "EdMedia 2017: World Conference on Educational Media &…
Descriptors: Educational Technology, Technology Uses in Education, Educational Media, Social Theories
Demski, Jennifer – T.H.E. Journal, 2010
Moving from a traditional desktop computing environment to a virtualized solution is a daunting task. In this article, the author presents case histories of three districts that have made the conversion to virtual computing to learn about their experiences: What prompted them to make the move, and what were their objectives? Which obstacles prove…
Descriptors: Educational Technology, Client Server Architecture, Computer Simulation, Data Collection
Smith, Andy – Journal of Interactive Learning Research, 2010
Currently the news is awash with reports of high-profile corporate and political scandals and revelations around unethical work and corrupt practices. Unfortunately this shows little sign of abating with a very high proportion of young people displaying cynical and possibly corrosive attitudes around ethics in the work-place. It is clearly…
Descriptors: Affective Behavior, Ethics, Negative Attitudes, Computer Mediated Communication
Mayes, Robert; Koballa, Thomas R., Jr. – Science and Children, 2012
The vision for science education set forth in "A Framework for K-12 Science Education" (NRC 2012) makes it clear that for today's students to become the scientifically literate citizens of tomorrow, their educational experiences must help them become mathematically proficient. "The focus here is on important practices, such as modeling, developing…
Descriptors: State Standards, Computers, Science Education, Scientific Literacy
De Grove, Frederik; Van Looy, Jan; Neys, Joyce; Jansz, Jeroen – Electronic Journal of e-Learning, 2012
The goal of this study is to gain insight into the effects of context on educational game experience. Using a quasi-experimental setup, it compares the playing and learning experiences of adolescent players of the awareness-raising game PING in a domestic (N=135) and a school (N=121) context. Results indicate that both gaming (identification,…
Descriptors: Foreign Countries, Educational Games, Learning Experience, Poverty
Kim, Bokyeong; Park, Hyungsung; Baek, Youngkyun – Computers & Education, 2009
The purpose of this study is to explore the effects of the meta-cognitive strategies on the academic and gaming achievements. Exploring the effects of those achievements on the social problem solving of students is also of interest. For this purpose, the MMORPG [Massively Multiple Online Role Playing Game] "Gersang" was used. The…
Descriptors: Social Problems, Academic Achievement, Learning Strategies, Problem Solving
Qian, Yufeng – Educational Technology, 2008
3-D virtual worlds, as a new form of learning environments in the 21st century, hold great potential in education. Learning in such environments, however, demands a broader spectrum of literacy skills. This article identifies a new set of media literacy skills required in 3-D virtual learning environments by reviewing exemplary 3-D virtual…
Descriptors: Elementary Secondary Education, Media Literacy, Computer Simulation, Elementary School Students
Klopfer, Eric; Squire, Kurt – Educational Technology Research and Development, 2008
The form factors of handheld computers make them increasingly popular among K-12 educators. Although some compelling examples of educational software for handhelds exist, we believe that the potential of this platform are just being discovered. This paper reviews innovative applications for mobile computing for both education and entertainment…
Descriptors: Elementary Secondary Education, Computer Uses in Education, Computer Software, Educational Technology
Hedberg, John G.; Brudvik, Ole C. – Theory Into Practice, 2008
Technology-dependent teaching strategies can exploit the currently underused capacities of media-rich Web 2.0 technology to enable student engagement and support higher order thinking. In particular, Web 2.0 technologies support learners' opportunities to coconstruct ideas/knowledge and ways in which they can add their own interpretations in to…
Descriptors: Teaching Methods, Internet, Computer Software, Computer Mediated Communication
Mathews, James M. – English Teaching: Practice and Critique, 2010
The article presents a brief overview of the Neighbourhood Game Design Project, a studio-based curriculum intervention aimed at engaging students in the design of place-based mobile games and interactive stories using geo-locative technologies (for example, GPS enabled cell phones). It describes the three curricular components that defined the…
Descriptors: Curriculum Development, Teaching Methods, Design, Curriculum Implementation
Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills
Leander, Kevin M.; Phillips, Nathan C.; Taylor, Katherine Headrick – Review of Research in Education, 2010
Writing on contemporary culture and social life, sociologists and cultural theorists have been describing new or changing forms of movement, variously described as cultural "flows," "liquid life," or a "networked society." The change in such movements or mobilities of people, media, material goods, and other social phenomena, including the reach…
Descriptors: Social Life, Social Networks, Discourse Analysis, Educational Research
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