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Cukurbasi Calisir, Esma; Sabuncu, Firat Hayyam; Altun, Eralp – Online Submission, 2022
After the COVID-19 pandemic, both teachers and learners have reached a new understanding in the use of technology. With the change in the understanding of education, their access to technology has become a necessity. The adoption of Internet technologies as a learning tool facilitated the adoption of the metaverse environment. One of the most…
Descriptors: Computer Simulation, Electronic Learning, Technology Uses in Education, Simulated Environment
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Neumann, Michelle M.; Keioskie, Meryl K.; Patterson, Dale; Neumann, David L. – Childhood Education, 2022
Use of virtual reality (VR), augmented reality (AR), and mixed reality (MR) in education has become more widespread in recent years. This article explores what VR, AR, and MR are and the benefits and barriers they may have with regard to early learning. Deepening the understandings of these digital tools will help inform principals, teachers,…
Descriptors: Computer Simulation, Early Childhood Education, Affordances, Barriers
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Rebecca L. Hite; Gina M. Childers; Jill Hoffman – International Journal of Science Education, Part B: Communication and Public Engagement, 2025
The transformation of natural history and science museums from receptacles (temples) to facilitators (forums) of knowledge fosters discourse around issues relating to science and society, known as social scientific issues (SSI). To assist guests with enhanced object-based learning, extended reality (XR) technologies are thought to leverage the…
Descriptors: Social Theories, Science and Society, Science Education, Museums
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Karimi, Honeiah; Sañosa, David Joshua; Hernandez Rios, Kevin; Tran, Phoebe; Chun, Dorothy M.; Wang, Richert; Arya, Diana J. – CALICO Journal, 2023
The conceptualization of multiliteracies initiated by the New London Group (NLG, 1996) emphasized the situated nature of language use as a socially complex network of multimodal engagement. Inspired by this view of language and literacy, computer-assisted language learning and second language acquisition scholars have advocated for a broader scope…
Descriptors: Multiple Literacies, Computer Simulation, Affordances, Language Usage
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Gautam, Aakash; Williams, Daron; Terry, Krista; Robinson, Kelly; Newbill, Phyllis – TechTrends: Linking Research and Practice to Improve Learning, 2018
As technologies continue to develop and evolve, it is imperative that instructional technologists, learning scientists, and educators involved with examining learning affordances of emerging technologies investigate the potential of innovative environments to promote and facilitate learning. This paper, as such, will describe a newly developed…
Descriptors: Affordances, Educational Environment, Educational Technology, Blended Learning
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Arora, Payal; Itu, Sorina – International Journal of Game-Based Learning, 2012
The battle between educators and entertainers continues when it comes to gaming. While this is so, the edutainment battleground has expanded to include actors outside formal schooling agencies, namely International Non-Governmental Organizations (INGOs). These actors employ digital games with the aim to educate and activate towards specific social…
Descriptors: Activism, Educational Games, International Organizations, Nongovernmental Organizations
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Black, Rebecca W.; Reich, Stephanie M. – International Journal of Game-Based Learning, 2011
In recent years there has been a marked increase in the number of virtual worlds aimed at populations between the ages of 6 to14 years. This article examines the content and design of one such site, Webkinz World, as a sociocultural context for informal learning. Focusing on the design and activities of this site sheds light on the ways in which…
Descriptors: Affordances, Barriers, Scaffolding (Teaching Technique), Educational Games