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Mark Anthony Camilleri – Interactive Technology and Smart Education, 2024
Purpose: Many educators are increasingly acquainting themselves and becoming adept with interactive technologies like augmented reality and virtual reality. Some of them are also looking forward to using Metaverse applications, as they want to benefit from its immersive three-dimensional capabilities. Therefore, the purpose of this study is to…
Descriptors: Artificial Intelligence, Educational Technology, Technology Uses in Education, Cost Effectiveness
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Palaigeorgiou, George; Karakostas, Anastasios; Skenteridou, Kyriaki – Interactive Technology and Smart Education, 2018
Purpose: Tangible physical maps which are enhanced by new digital forms of interaction can become an invaluable asset for learning geography in an embodied way. The purpose of this work is to evaluate an interactive augmented three-dimensional (3D) tangible map on which students interact and travel with their fingers. Design/methodology/approach:…
Descriptors: Maps, Interaction, Geography Instruction, Educational Technology
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Ranjbarfard, Mina; Heidari Sureshjani, Mahboobeh – Interactive Technology and Smart Education, 2018
Purpose: This research aims to convert the traditional teacher-student models, in which teachers determine the learning resources, into a flexible structure and an active learning environment so that students can participate in the educational processes and value co-creation in virtual academic learning environments (VALEs).…
Descriptors: Active Learning, Simulated Environment, Educational Technology, Technology Uses in Education
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Sungkur, Roopesh Kevin; Panchoo, Akshay; Bhoyroo, Nitisha Kirtee – Interactive Technology and Smart Education, 2016
Purpose: This study aims to show the relevance of augmented reality (AR) in mobile learning for the 21st century. With AR, any real-world environment can be augmented by providing users with accurate digital overlays. AR is a promising technology that has the potential to encourage learners to explore learning materials from a totally new…
Descriptors: Telecommunications, Simulated Environment, Computer Simulation, Handheld Devices
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Kawai, Junya; Mitsuhara, Hiroyuki; Shishibori, Masami – Interactive Technology and Smart Education, 2016
Purpose: Evacuation drills should be more realistic and interactive. Focusing on situational and audio-visual realities and scenario-based interactivity, the authors have developed a game-based evacuation drill (GBED) system that presents augmented reality (AR) materials on tablet computers. The paper's current research purpose is to improve…
Descriptors: Simulated Environment, Educational Games, Emergency Programs, Computer Simulation
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Bontchev, Boyan; Vassileva, Dessislava – Interactive Technology and Smart Education, 2017
Purpose: This paper aims to clarify how affect-based adaptation can improve implicit recognition of playing style of individuals during game sessions. This study presents the "Rush for Gold" game using dynamic difficulty adjustment of tasks based on both player performance and affectation inferred through electrodermal activity and…
Descriptors: Teaching Methods, Video Games, Educational Technology, Technology Uses in Education
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Fominykh, Mikhail; Prasolova-Forland, Ekaterina – Interactive Technology and Smart Education, 2012
Purpose: Collaborative virtual environments (CVEs) have become increasingly popular in educational settings and the role of 3D content is becoming more and more important. Still, there are many challenges in this area, such as lack of empirical studies that provide design for educational activities in 3D CVEs and lack of norms of how to support…
Descriptors: Foreign Countries, Constructivism (Learning), Educational Technology, Group Activities
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Kapralos, Bill; Hogan, Michelle; Pribetic, Antonin I.; Dubrowski, Adam – Interactive Technology and Smart Education, 2011
Purpose: Gaming and interactive virtual simulation environments support a learner-centered educational model allowing learners to work through problems acquiring knowledge through an active, experiential learning approach. To develop effective virtual simulations and serious games, the views and perceptions of learners and educators must be…
Descriptors: Foreign Countries, Experiential Learning, Laptop Computers, Educational Technology
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Minocha, Shailey; Morse, David R. – Interactive Technology and Smart Education, 2010
Purpose: The purpose of this paper is to report on a study into how a three-dimensional (3D) virtual world (Second Life) can facilitate socialisation and team working among students working on a team project at a distance. This models the situation in many commercial sectors where work is increasingly being conducted across time zones and between…
Descriptors: Foreign Countries, Web Sites, Distance Education, Cooperation
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Shih, Timothy K.; Chang, Ya-Fung; Hsu, Hun-Hui; Wang, Ying-Hong; Chen, Yung-Hui – Interactive Technology and Smart Education, 2004
Distance education has been an important research issue of multimedia computing and communication. Since the instructional activities are implemented on cyberspace, how to control behaviors of students and to increase the degree of communication awareness have been a challenging issue. We propose a system based on the scaffolding theory. Behaviors…
Descriptors: Video Games, Distance Education, Computer Simulation, Educational Technology
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Zapata-Rivera, Diego; VanWinkle, Waverely; Doyle, Bryan; Buteux, Alyssa; Bauer, Malcolm – Interactive Technology and Smart Education, 2009
Purpose: The purpose of this paper is to propose and demonstrate an evidence-based scenario design framework for assessment-based computer games. Design/methodology/approach: The evidence-based scenario design framework is presented and demonstrated by using BELLA, a new assessment-based gaming environment aimed at supporting student learning of…
Descriptors: Feedback (Response), Urban Schools, Measurement, Psychometrics