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Piety, Philip J. – Grantee Submission, 2021
The paper discusses the use of "Productive Disciplinary Engagement" (PDE) for a curricular project that features a technology-based alternate reality game (ARG) with the objective of teaching undergraduate students about the collaborative nature of STEM careers. Much of the PDE research uses PDE as either a design-principle or as an…
Descriptors: Educational Technology, Technology Uses in Education, Undergraduate Students, Educational Games
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Kassim, Samar; Witkin, Neil; Stone, Adam – Research-publishing.net, 2019
The aim of this study was to discover what potential benefits of Virtual Reality (VR) use students perceived in comparison to smartphone use in an English-speaking activity. Two surveys were conducted over three interventions in order to ascertain these student perceptions. Ten students enrolled in an elective English class at a Japanese…
Descriptors: Foreign Countries, College Students, Second Language Learning, English (Second Language)
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Lainema, Kirsi; Lainema, Timo; Hämäläinen, Raija; Heinonen, Kirsi – International Association for Development of the Information Society, 2019
Analysis of the applicability of a learning technology requires evaluating how the affordances of the technology respond to the users' needs. We examine affordances of a digital learning environment. We concentrate on organizational and socio-interactional affordances, which are based on technological affordances. The analysis shows how…
Descriptors: Educational Technology, Technology Uses in Education, Student Needs, Program Effectiveness