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Innocent, Troy; Leorke, Dale – American Journal of Play, 2020
The authors use the location-based, augmented-reality game "Wayfinder Live," which one of them designed, as a case study to analyze urban play. Acknowledging the difficulty of defining urban play, they expand existing approaches to the topic by drawing on current theories about interfaces, assemblages, and coding in such fields as media…
Descriptors: Play, Urban Areas, Geographic Location, Computer Simulation
Cacchione, Annamaria; Procter-Legg, Emma; Petersen, Sobah Abbas – International Association for Development of the Information Society, 2017
The Augmented Reality Game, Pokemon Go, took the world by storm in the summer of 2016. City landscapes were decorated with amusing, colourful objects called Pokemon, and the holiday activities were enhanced by catching these wonderful creatures. In light of this, it is inevitable for mobile language learning researchers to reflect on the impact of…
Descriptors: Computer Games, Handheld Devices, Electronic Learning, Language Acquisition
Thorne, Steven L.; Hellermann, John; Jakonen, Teppo – Modern Language Journal, 2021
Integrating concepts and techniques from ethnomethodology and sociomaterialism, this article investigates the observable material processes involving human action and place-based contexts of language use enabled by locative media. The focal pedagogical intervention utilized mobile augmented reality (AR) activities, the development of which was…
Descriptors: Second Language Learning, Second Language Instruction, Video Technology, Place Based Education
An, Yunjo – International Journal of Technology in Education, 2021
This paper discusses the history of the instructional design and technology field in four major time periods: (1) 1900s-1930s, (2) World War II-1970s, (3) 1980s-1990s, and (4) 21st century. Since the 20th century has been discussed in detail in earlier works, this paper puts more focus on the 21st century section, which includes discussions of…
Descriptors: Instructional Design, Educational History, Social Media, Game Based Learning
Gard, Michael; Enright, Eimear – Asia-Pacific Journal of Health, Sport and Physical Education, 2016
What kind of thing will food education become in digitised classrooms? Drawn from a broader research project concerned with the "e turn" in school health and physical education, this paper analyses three examples of digital food education (DEF). This is done by considering the role of digital technology in changing--or not…
Descriptors: Foods Instruction, Educational Technology, Nutrition, Video Technology
Bai, Hua – TechTrends: Linking Research and Practice to Improve Learning, 2019
The advancement of mobile technology has influenced teaching and learning at various educational levels. The mobility, ubiquity, and connectivity of mobile devices help to foster meaningful learning experience across contexts and in different subject areas. Positive results from mobile learning have been reported in the current literature. To help…
Descriptors: Teaching Methods, Telecommunications, Cooperative Learning, Inquiry
Thekes, Istvan – International Journal of Technology in Education, 2021
Examining the relationship between technology and the success of language acquisition and the integration of technology into language instruction has been around of a long time by now. The development of technology can essentially change how languages are taught. Nevertheless, it is only in the last few years that the road has opened up for new…
Descriptors: Second Language Learning, Second Language Instruction, Computer Assisted Instruction, Computer Software
Godwin-Jones, Robert – Language Learning & Technology, 2017
The iPhone turns 10 years old in 2017. For the occasion, Apple is rumored to be adding significant new features for the model to be released this year. Whatever those may be, they are not likely to have the same impact that the release of the original iPhone had 10 years ago. That event led to a radical new vision for the design and capability of…
Descriptors: Telecommunications, Handheld Devices, Second Language Learning, Teaching Methods
Godwin-Jones, Robert – Language Learning & Technology, 2019
In the 20th anniversary issue of this journal, Reinders and White (2016) describe the relationship between computer-assisted language learning (CALL) and autonomy as having become "both more complex and more promising" (p. 143). This is, they assert, in large part due to the rise of informal language learning online, with an accompanying…
Descriptors: Second Language Learning, Computer Assisted Instruction, Second Language Instruction, Independent Study
Aivelo, Tuomas; Uitto, Anna – LUMAT: International Journal on Math, Science and Technology Education, 2016
Games have been used for a long time in teaching and learning. The increasing use of mobile phones makes it possible to link learning outside the classroom with augmented reality (AR). We tested how well the learning of conceptual models can be facilitated by AR games. We present a game designed for the in-service teacher-training workshop to…
Descriptors: Biology, Evolution, Computer Games, Educational Games
Richardson, Donald – International Journal of Game-Based Learning, 2016
This paper adds to the small but growing body of research into the potential of augmented reality games for teaching and learning English as a foreign language (EFL). It explores the extent to which such games enhance the language learning experience of advanced level EFL learners. The author draws on his work developing "Mission not really…
Descriptors: English (Second Language), Second Language Learning, Educational Games, Second Language Instruction
Lentz, C. Lorelle; Seo, Kay Kyeong-Ju; Gruner, Bridget – Dimensions of Early Childhood, 2014
The conversation about young children and their use of technology has dramatically changed over the past ten years in the early childhood education community and in the general public. It appears the debate has moved forward from the question posed by Vail (2001) in her article titled, "How Young Is Too Young? When It Comes to Computer Use,…
Descriptors: Technology Uses in Education, Preschool Children, Preschool Education, Emergent Literacy
Colwell, Jamie; Hutchison, Amy C. – Journal of Digital Learning in Teacher Education, 2015
A systematic review of relevant literature was conducted to provide a source of information and practical guidelines for teachers and teacher educators to consider instructional methods for using digital tools in elementary language arts classrooms to promote literacy. Focal studies are highlighted to provide rich descriptions of practical uses…
Descriptors: Technology Uses in Education, Educational Technology, Language Arts, Teaching Methods
Chisholm, June F. – Journal of Information Systems Education, 2014
Cyberbullying may be one of the "diseases" of the 21st Century. Despite efforts to curtail its incidence and prevalence over the past 20 years, its direct and indirect harmful effects have made it a public concern about the wellbeing of children, adolescents, and adults. Empirical studies as well as psychological theories have addressed…
Descriptors: Bullying, Computer Mediated Communication, Prevention, Literature Reviews
Masek, Martin; Murcia, Karen; Morrison, Jason – Australian Educational Computing, 2012
Mobile devices, such as tablets and smart phones, are increasingly being utilised as tools for education, with tablets such as the Apple iPad being introduced into many classrooms. These devices are seen as enablers of learning through a fun, interactive interface; however the process of producing a pedagogically valid, yet entertaining…
Descriptors: Foreign Countries, Science Curriculum, Handheld Devices, Material Development
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