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Priyanka Parekh; Joseph L. Polman; Shaun Kane; R. Benjamin Shapiro – Journal of the Learning Sciences, 2023
Background: Natureculture (Fuentes, 2010; Haraway, 2003) constructs offer a powerful framework for science education to explore learners' interactions with and understanding of the natural world. Technologies such as Augmented Reality (AR) designed to reveal pets' sensory worlds and companionship with pets can facilitate learners' harmonious…
Descriptors: Science Education, Caring, Inquiry, Summer Programs
Marja Gabrielle Bertrand; Hatice Beyza Sezer; Immaculate Kizito Namukasa – Digital Experiences in Mathematics Education, 2024
Augmented reality (AR) and virtual reality (VR) have been noted to enhance student learning by supporting spatial reasoning and visualization, long-term memory, engagement, and increased motivation. The researchers situated the exploration of these tools for learning within the culturally responsive pedagogy (CRP) in mathematics education. The…
Descriptors: Computer Simulation, Technology Uses in Education, Mathematics Instruction, Culturally Relevant Education
Frost, Laura; Bovard, Brian; Bugarin, Alejandro; Johnson, Brian; Atha, Megan; Swanson, Magdalin; Walsh-Haney, Heather – Journal of STEM Outreach, 2021
We describe two established STEM camps that went virtual following the outbreak of COVID-19 during the summer of 2020. Our Summer Research Opportunity (SRO) camp engages middle school science fair winners in a forensic research opportunity, while The Immokalee Foundation (TIF) camp introduces middle school students from historically…
Descriptors: STEM Education, Middle School Students, Camps, COVID-19
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
Magnussen, Rikke – International Journal of Virtual and Personal Learning Environments, 2011
This paper examines the methodological challenges and perspectives of designing game-like scenarios for the implementation of innovation processes in school science education. This paper presents a design-based research study of a game-like innovation scenario designed for technology education for Danish public school students aged 13-15. Students…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Design