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Lauren Eutsler; Christopher Sean Long – TechTrends: Linking Research and Practice to Improve Learning, 2024
Virtual reality is a rapidly growing technological innovation that continues to garner attention for use in education. This self-study of two teacher educators spans immersive head-mounted virtual reality implementation from 2014-2023 with middle-grades students, preservice teachers, and adult learners. Empirical data sources include learner…
Descriptors: Computer Simulation, Assistive Technology, Educational Technology, Middle School Students
Obery, Amanda; Lux, Nick; Cornish, Jamie; Grimberg, Bruna Irene; Hartshorn, Anthony – TechTrends: Linking Research and Practice to Improve Learning, 2021
This investigation was conducted to examine middle school students' use of formative assessment technologies in informal science learning contexts. Specifically, this study focused on students' overall preferences when using a game-based student response system (GSRS; Wang, 2015) as a formative assessment. Data sources included students' (n = 42)…
Descriptors: Competition, Games, Game Based Learning, Audience Response Systems
Kwon, Kyungbin; Ottenbreit-Leftwich, Anne T.; Sari, Annisa R.; Khlaif, Zuheir; Zhu, Meina; Nadir, Hamid; Gok, Fatih – TechTrends: Linking Research and Practice to Improve Learning, 2019
How can teachers be inspired to integrate technology properly into their teaching? As technology has been playing a more crucial role in classrooms, it is highly necessary to investigate how teachers perceive the benefit of technology and feel confident to use it. The present study focused on teachers' self-efficacy and belief regarding mobile…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Self Efficacy
Dousay, Tonia A.; Weible, Jennifer L. – TechTrends: Linking Research and Practice to Improve Learning, 2019
This collective case study uses a design-based research approach to investigate the role of 3D pens, an emerging technology, in fostering creativity during a lesson on biomes, genetics, and heredity with learners in six classes of 4th and 5th grade students from rural Michigan and Idaho. Data analyzed included video of the classroom lessons,…
Descriptors: Educational Technology, Technology Uses in Education, Elementary School Students, Grade 4
Hopper, Susan B. – TechTrends: Linking Research and Practice to Improve Learning, 2014
The focus of this paper is a case study of a Texas-based school that implemented global projects to connect their students with many states and countries as a platform for integrating collaboration and communication skills, technology tools, and cultural diversity into an existing curriculum. The school introduced videoconferencing at every grade…
Descriptors: Videoconferencing, Educational Technology, Kindergarten, Grade 1
Yoon, Susan A.; Wang, Joyce – TechTrends: Linking Research and Practice to Improve Learning, 2014
Despite the potential of augmented reality (AR) in enabling students to construct new understanding, little is known about how the processes and interactions with the multimedia lead to increased learning. This study seeks to explore the affordances of an AR tool on learning that is focused on the science concept of magnets and magnetic fields.…
Descriptors: Simulated Environment, Computer Simulation, Interaction, Multimedia Instruction
Wyss, Vanessa L. – TechTrends: Linking Research and Practice to Improve Learning, 2013
Student perceptions of science-oriented careers and scientists have been shown to be largely inaccurate. Through an instructional design and development process we have developed a method for offering students more accurate information about science-oriented careers. This paper follows the steps involved in developing a volume of…
Descriptors: Student Attitudes, Instructional Design, Video Technology, Middle School Students
Encheff, Dana – TechTrends: Linking Research and Practice to Improve Learning, 2013
This article explains how one teacher used iBooks Author, a free digital textbook creation tool that makes iBooks for iPads, in an upper elementary classroom to improve students' expository writing skills and understanding of science content. The classroom teacher taught students pre-requisite writing and technology skills for two weeks, and…
Descriptors: Elementary School Students, Grade 5, Clubs, Writing Skills
Trespalacios, Jesus; Chamberlin, Barbara; Gallagher, Rachel R. – TechTrends: Linking Research and Practice to Improve Learning, 2011
In this content analysis study, researchers explored middle school students' preference for playing video games and the possible implications for learning environments. During two-week, summer sessions, learners played videos games and answered questions related to their preferences in different settings. Students' preferences and justifications…
Descriptors: Middle School Students, Student Attitudes, Cooperation, Summer Programs
Allan, Walter C.; Erickson, Jeryl L.; Brookhouse, Phil; Johnson, Judith L. – TechTrends: Linking Research and Practice to Improve Learning, 2010
Maine's one-to-one laptop program provides an ideal opportunity to explore conditions that optimize teacher integration of technology-focused curriculum into the classroom. EcoScienceWorks (ESW) is an ecology curriculum that includes targeted simulations and a code block programming challenge developed through an NSF-ITEST grant. The project was…
Descriptors: Curriculum Development, Environmental Education, Ecology, Science Teachers
Charsky, Dennis; Mims, Clif – TechTrends: Linking Research and Practice to Improve Learning, 2008
Games have a long history of being used for instructional purposes. Games can be defined as playful activities, with or without a computer, that have some essential characteristics. Game characteristics can include competition and goals, game rules, challenging activities, choices, and fantasy elements. Games that take advantage of these…
Descriptors: Educational Strategies, Video Games, Fantasy, Educational Technology