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Pedaste, Margus; Mitt, Geidi; Jürivete, Teele – Education Sciences, 2020
A systematic review of the potential of implementing augmented reality (AR) in inquiry-based learning was conducted. We considered the purposes, potential advantages, application characteristics and the effects of using AR in inquiry-based learning. The findings reveal that AR, in the context of inquiry-based learning, is mostly implemented…
Descriptors: Elementary Secondary Education, Computer Simulation, Simulated Environment, Educational Technology
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
Kwong, Theresa; Wong, Eva; Yue, Kevin – Technology, Knowledge and Learning, 2017
This paper reports the learning analytics on the initial stages of a large-scale, government-funded project which inducts university students in Hong Kong into consideration of academic integrity and ethics through mobile Augmented Reality (AR) learning trails--Trails of Integrity and Ethics (TIEs)--accessed on smart devices. The trails immerse…
Descriptors: College Students, Foreign Countries, Integrity, Ethics
Dunleavy, Matt – TechTrends: Linking Research and Practice to Improve Learning, 2014
Augmented reality is an emerging technology that utilizes mobile, context-aware devices (e.g., smartphones, tablets) that enable participants to interact with digital information embedded within the physical environment. This overview of design principles focuses on specific strategies that instructional designers can use to develop AR learning…
Descriptors: Instructional Design, Computer Simulation, Simulated Environment, Telecommunications
Martin, John; Dikkers, Seann; Squire, Kurt; Gagnon, David – TechTrends: Linking Research and Practice to Improve Learning, 2014
The proliferation of broadband mobile devices, which many students bring to school with them as mobile phones, makes the widespread adoption of AR pedagogies a possibility, but pedagogical, distribution, and training models are needed to make this innovation an integrated part of education, This paper employs Social Construction of Technology…
Descriptors: Telecommunications, Handheld Devices, Simulated Environment, Teaching Methods
Johnson, L.; Adams, S.; Cummins, M.; Estrada, V. – New Media Consortium, 2012
The "Technology Outlook for STEM+ Education 2012-2017" reflects a collaborative effort between the New Media Consortium (NMC), the Centro Superior para la Enseñanza Virtual (CSEV), Departamento de Ingeniería Eléctrica, Electrónica y de Control at the Universidad Nacional de Educación a Distancia (UNED), and the Institute of Electrical…
Descriptors: STEM Education, Educational Technology, Technology Uses in Education, Information Technology
Cook, Diane J.; Huber, Manfred; Yerraballi, Ramesh; Holder, Lawrence B. – Journal of Computing in Higher Education, 2004
The goal of this project is to develop a unique simulation environment that can be used to increase students' interest and expertise in Computer Science curriculum. Hands-on experience with physical or simulated equipment is an essential ingredient for learning, but many approaches to training develop a separate piece of equipment or software for…
Descriptors: Science Curriculum, Interdisciplinary Approach, Games, Curriculum Development