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Lugthart, Sarah; van Dartel, Michel – European Journal of STEM Education, 2021
Situated learning could benefit STEAM education because both aim to develop skills that can deal with complex real-life situations. Although ample research has been conducted into situated learning within higher vocational education in general, there exists little research on the implementation of the educational approach in STEAM education…
Descriptors: STEM Education, Art Education, Situated Learning, Authentic Learning
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Imamoglu, Mehmet; Erbas, Cagdas; Dikmen, Cemal Hakan – Online Submission, 2022
The purpose of this study was to examine the studies related to augmented reality applications in sports science and to discuss the results based on this. Articles selected for analysis were found through searches journals in the Web of Science database from 1975 to 2018 were examined and searched using the keywords ("physical education"…
Descriptors: Trend Analysis, Educational Trends, Simulated Environment, Physical Education
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Lukosch, Heide; Groen, Daan; Kurapati, Shalini; Klemke, Roland; Verbraeck, Alexander – International Journal of Game-Based Learning, 2016
This study introduces the concept of microgames to support situated learning in order to foster situational awareness (SA) of planners in seaport container terminals. In today's complex working environments, it is often difficult to develop the required level of understanding of a given situation, described as situational awareness. A container…
Descriptors: Performance, Foreign Countries, Case Studies, Games
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Jauregi, Kristi – Research-publishing.net, 2016
The present paper describes a case study on the effects of telecollaborative games on learners' motivation. 12 learners from a Dutch and a British secondary school participated in the study. Different games, which included gamification elements, were developed on OpenSim. The overall educational goals of the games were to enhance cultural…
Descriptors: Foreign Countries, Educational Games, Educational Technology, Technology Uses in Education
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Schneider, Christel – Research-publishing.net, 2016
This paper, based on the findings of the EU funded CAMELOT project (2013-2015), explores the added value of Machinima (videos produced in 3D virtual environments) in language learning. The project research evaluated all stages, from developing to field testing Machinima. To achieve the best outcome, mixed methods were used for the research,…
Descriptors: Educational Technology, Technology Uses in Education, Second Language Instruction, Mixed Methods Research