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Kathy A. Mills; Alinta Brown – Learning, Media and Technology, 2025
Extended reality technologies -- mixed, augmented, and virtual reality, and future-related technologies -- are rapidly expanding in many fields, with underexplored potentials for multimodal composition in digital media environments. This research generates new knowledge about the novel wearable technology -- smart glasses -- to support elementary…
Descriptors: Elementary School Students, Technology Uses in Education, Geometric Concepts, Spatial Ability
Mills, Kathy A.; Brown, Alinta – Learning, Media and Technology, 2022
The rapid evolution of virtual reality (VR) technologies and their adoption for learning opens up new possibilities for shifting semiotic content across modes, with underexplored scope for transmediating content in visual, haptic, and auditory ways in immersive media literacy practices. This research investigated users' creative digital designing…
Descriptors: Computer Simulation, Creativity, Painting (Visual Arts), Elementary School Students
Brown, Bryan; Boda, Phillip; Ribay, Kathryn; Wilsey, Matt; Perez, Greses – Learning, Media and Technology, 2021
Although the population of science teachers in the US lacks diversity, the technology used to teach science should be diverse and culturally connected. Culturally relevant frameworks for science call for science teaching to be situated in meaningful contexts. This study calls for the integration of CRP and situated cognition perspectives as a…
Descriptors: Equal Education, Technology Integration, Computer Simulation, Culturally Relevant Education
Zimmerman, Heather Toomey; Land, Susan M.; Maggiore, Chrystal; Millet, Chris – Learning, Media and Technology, 2019
Two cases of context-sensitive mobile computing curricula for children are shown to develop analytical understandings of how science-related sense-making talk can be supported through physical and digital environment interaction, which supports play and learning through movement. Our work investigates how proximity-based computing mediates…
Descriptors: Children, Outdoor Education, Handheld Devices, Educational Strategies
Bate, Frank; MacNish, Jean; Males, Steven – Learning, Media and Technology, 2014
This paper discusses gaming in a Western Australian school for boys. The overriding ethos of the school is supportive of the potential of ICT to better engage students and deliver enhanced educational outcomes. The school sees game-based design as at the vanguard of innovation, but also accepts its important duty of care responsibilities. Tensions…
Descriptors: Educational Games, Teaching Methods, Single Sex Schools, Males
Mallan, Kerry; Foth, Marcus; Greenaway, Ruth; Young, Greg T. – Learning, Media and Technology, 2010
Virtual world platforms such as "Second Life" have been successfully used in educational contexts to motivate and engage learners. This article reports on an exploratory workshop involving a group of high school students using "Second Life" for an urban planning project. Young people are traditionally an under-represented demographic when it comes…
Descriptors: Constructivism (Learning), Urban Planning, Workshops, Case Method (Teaching Technique)