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Clarice M. Moran; Maya K. Woodall – English Journal, 2019
VR is not a space-age novelty for intense video gamers. It is a legitimate digital tool that can enhance the English language arts (ELA) curriculum and enrich--but not replace--traditional pedagogy. And it is surprisingly easy to implement, even for introductory-level technology users. In this article, the authors discuss the strategies and tools…
Descriptors: Computer Simulation, Grade 8, Electronic Learning, Language Arts
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Howorth, Sarah K.; Rooks-Ellis, Deborah; Flanagan, Sara; Ok, Min Wook – Intervention in School and Clinic, 2019
Teachers' use of video modeling has been established as an evidence-based practice for teaching students with autism spectrum disorder (ASD). Augmented reality (AR) applications can be used as tools to provide trigger-based, video-modeled instructional supports to students with ASD. The use of AR in this way may help teachers implement…
Descriptors: Autism, Pervasive Developmental Disorders, Reading Skills, Computer Simulation
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Pilgrim, J. Michael; Pilgrim, Jodi – Texas Journal of Literacy Education, 2016
This article presents virtual reality as a tool for classroom literacy instruction. Building on the traditional use of images as a way to scaffold prior knowledge, we extend this idea to share ways virtual reality enables experiential learning through field trip-like experiences. The use of technology tools such Google Street view, Google…
Descriptors: Language Arts, Computer Simulation, Classroom Techniques, Educational Technology
Trekles, Anastasia M. – Online Submission, 2012
This paper examines how virtual worlds and other advanced social media can be married with problem-based learning to encourage creativity and critical thinking in the English/Language Arts classroom, particularly for middle school, high school, and undergraduate college education. Virtual world experiences such as "Second Life," Jumpstart.com, and…
Descriptors: Creative Writing, Problem Based Learning, Video Games, Critical Thinking
Chen, Li-Ling – Educational Technology, 2011
Educators have been paying attention to the teaching potential of the 3D virtual world browsing program Second Life, and they have been using the tool to teach subjects such as arts and mathematics in the past few years. In this article, the author focuses on how to teach language arts in Second Life. Advantages and disadvantages of two Second…
Descriptors: Language Arts, Teaching Methods, Web Based Instruction, Online Systems
McDonald, Joseph P.; And Others – 1985
This report of a 1984 conference on the computer as a teaching tool provides summaries of presentations on the role of the computer in the teaching of science, mathematics, computer literacy, and language arts. Analyses of themes emerging from the conference are then presented under four headings: (1) The Computer and the Curriculum (the computer…
Descriptors: Computer Assisted Instruction, Computer Literacy, Computer Simulation, Curriculum Development
Podany, Zita – 1989
This guide reports the opinions of a group of five computer coordinators from educational software and preview agencies about software products that seem promising, but have not necessarily been tested. The 22 software packages reviewed include applications for math, language arts, science, social studies, health, graphics, authoring, and database…
Descriptors: Authoring Aids (Programing), Computer Assisted Instruction, Computer Graphics, Computer Simulation
Kruse, Ted, Comp. – Classroom Computer Learning, 1987
Provides a list of evaluation services currently producing critical reviews of educational software. Includes information about The Apple K-12 Curriculum Software Reference, The Educational Software Preview, The Educational Software Selector, MicroSIFT, and Only The Best: The Discriminating Guide for Preschool-Grade 12. (TW)
Descriptors: Computer Assisted Instruction, Computer Graphics, Computer Simulation, Computer Software Reviews