Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 2 |
Descriptor
Computer Games | 2 |
Computer Simulation | 2 |
Elementary School Students | 2 |
Grade 4 | 2 |
Teaching Methods | 2 |
Adolescents | 1 |
Adult Students | 1 |
Animation | 1 |
Art Education | 1 |
Artificial Intelligence | 1 |
Blended Learning | 1 |
More ▼ |
Author
Baek, Youngkyun | 1 |
Jeong, Dabin | 1 |
Kim, TaeRyun | 1 |
Lee, Hyun-Kyung | 1 |
Lee, JiEun | 1 |
Lee, JiHye | 1 |
Lee, JiHyon | 1 |
Whitton, Nicola | 1 |
Publication Type
Books | 1 |
Collected Works - General | 1 |
Journal Articles | 1 |
Reports - Research | 1 |
Education Level
Audience
Teachers | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Lee, JiHye; Lee, Hyun-Kyung; Jeong, Dabin; Lee, JiEun; Kim, TaeRyun; Lee, JiHyon – International Journal of Art & Design Education, 2021
Traditional museums of culture and history are failing to develop or make effective use of augmented reality (AR) technology. To address this deficit, the present study sought to develop online and offline experiential AR learning tools that would enable children to more fully explore museum artefacts. The study approach was based on the Blended…
Descriptors: Museums, Cultural Education, Computer Simulation, History Instruction
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning