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Sarthak Punj; Poorvi Kejriwal; S. P. Raja – International Journal of Learning and Change, 2024
Technology is advancing and metaverse is gaining popularity. The magic of metaverse is beyond our imagination. In simple terms, the metaverse refers to a virtual shared space that exists online, where people can interact, socialise, work, and play using digital avatars, just like they do in the real world. It is a combination of virtual reality,…
Descriptors: Computer Simulation, Computer Mediated Communication, Health Services, Social Media
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Meeken, Luke – Art Education, 2020
Digital culture and creativity are often framed as immaterial (Casemajor, 2015), distinct from traditional media, such as paint and clay, and divorced from the immediate, embodied, and political realities of the arts classroom. 3D printing troubles this distinction, providing a concrete way for students' digitally created artifacts to manifest in,…
Descriptors: Art Products, Computer Peripherals, Printing, Computer Uses in Education
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Sinclair, Nathalie; Heyd-Metzuyanim, Einat – Technology, Knowledge and Learning, 2014
In this paper we describe a touchscreen application called "TouchCounts," which is designed to support the development of number sense in the early years. We first provide an a priori analysis of its affordances. Then, using Sfard's communicational approach, augmented by a focus both on the role of the body--particularly the fingers…
Descriptors: Preschool Children, Mathematical Concepts, Females, Computer Oriented Programs