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Kenedi Binowo; Aynun Nissa Setiawan; Rifanti Putri Tallisha; Shafira Azzahra; Yolanda Emanuella Sutanto; Achmad Nizar Hidayanto; Bahbibi Rahmatullah – Electronic Journal of e-Learning, 2024
Social distancing policies during the COVID-19 period have opened a space for interventions in the use of digital technology that was previously rejected by the public. Currently, most of the community activities have been carried out online, including those related to education, such as hosting virtual exhibitions with an educational purpose.…
Descriptors: COVID-19, Pandemics, Distance Education, Intervention
Zhang, Kang; Shao, Zhijing; Lu, Yun; Yu, Ying; Sun, Wei; Wang, Zeyu – IEEE Transactions on Learning Technologies, 2023
As metaverse becomes one of the most popular buzzwords in technology, there is still a lack of support to integrate true metaverse learning experiences in massive open online courses (MOOCs). This article introduces a new framework of massive open metaverse courses (MOMCs) and its major enabling technologies, which add immersive and 3-D learning…
Descriptors: MOOCs, Learning Experience, Guidelines, Educational Technology
Ersin Dincelli; Alper Yayla – Journal of Information Systems Education, 2024
The availability of powerful head-mounted displays (HMDs) has made virtual reality (VR) a mainstream technology and spearheaded the idea of immersive virtual experiences within the Metaverse -- a shared and persistent virtual world. Companies are eagerly investing in various VR products and services, aiming to be early adopters and create new…
Descriptors: Information Security, Computer Security, Computer Science Education, Computer Simulation
Molina-Vásquez, Ruth – Journal of Technology Education, 2021
This article presents an analysis of students' conceptual understanding of technology. The study focused on two groups of seventh-grade students located in Bogotá, Colombia, living in rural and urban areas and participating in activities developed in a virtual learning network. The methods used in this study followed grounded theory (Strauss &…
Descriptors: Case Studies, Grade 7, Concept Formation, Information Technology
Motejlek, Jiri; Alpay, Esat – IEEE Transactions on Learning Technologies, 2021
This article presents and analyzes existing taxonomies of virtual and augmented reality and demonstrates knowledge gaps and mixed terminology, which may cause confusion among educators, researchers, and developers. Several such occasions of confusion are presented. A methodology is then presented to construct a taxonomy of virtual reality and…
Descriptors: Taxonomy, Teaching Methods, Artificial Intelligence, Educational Objectives
Mohebi, Laila; Meda, Lawrence – Early Childhood Education Journal, 2021
The global pandemic of COVID-19 forced trainee teachers from the United Arab Emirates to have virtual field experiences in the field of early childhood education. The various stakeholders, young children, families, preservice teachers, and university faculty hold different perceptions of online teaching formats. The purpose of this study was to…
Descriptors: Preservice Teachers, Student Attitudes, Online Courses, Field Experience Programs
da Silva, Ricardo Scucuglia Rodrigues – ZDM: The International Journal on Mathematics Education, 2020
This paper addresses the integrated use of the arts and digital technology in mathematics education--specifically involving aspects of preservice teachers' mathematical activity while engaging in music production, in pedagogic scenarios conceived of as aesthetic mathematical experiences (AMEs). Theoretically, the research evokes notions such as…
Descriptors: Music, Aesthetics, Mathematics Teachers, Teacher Education Programs
Mitchell, Allyson; Linn, Sarah; Yoshida, Hitomi – Journal of Museum Education, 2019
As younger generations become immersed in technology, museums and cultural institutions must create a familiar digital experience to cultivate connections with the 21st century visitor. Authors present an example of working with institutional content experts to create a digital outreach package that activates the museum's content to engage K-12…
Descriptors: Museums, Expertise, Elementary Secondary Education, Interdisciplinary Approach
Levin, Ilya, Ed.; Tsybulsky, Dina, Ed. – IGI Global, 2017
The role of technology in educational settings has become increasingly prominent in recent years. When utilized effectively, these tools provide a higher quality of learning for students. "Optimizing STEM Education With Advanced ICTs and Simulations" is an innovative reference source for the latest scholarly research on the integration…
Descriptors: Information Technology, STEM Education, Cooperative Learning, Inquiry
González-Marcos, Ana; Alba-Elías, Fernando; Ordieres-Meré, Joaquín – British Journal of Educational Technology, 2016
The goal of this paper is to present a competence assessment method in project management that is based on participants' performance and value creation. It seeks to close an existing gap in competence assessment in higher education. The proposed method relies on information and communication technology (ICT) tools and combines Project Management…
Descriptors: Program Administration, Evaluation Methods, Competence, Higher Education
Fonseca, David; Navarro, Isidro; de Renteria, Isabela; Moreira, Fernando; Ferrer, Álvaro; de Reina, Oriol – Journal of Educational Computing Research, 2018
The main aim of this study is to assess the spatial perception of historical world heritage buildings using wearable technologies in an educational framework. The proposal seeks to complement the real experience of visiting the Casa Batlló Museum, an emblematic space (1904-1906, Antonio Gaudí, Barcelona). The main innovative feature of the project…
Descriptors: Computer Simulation, Historic Sites, Museums, Program Descriptions
Burgos, Daniel; Corbí, Alberto – Distance Education, 2018
Transgenic learning is a disruptive approach in education. It encourages modification of moving parts of the educational chain. This article provides a view of transgenic learning focused on the delivery of enriched learning contents in STEAM areas. It discusses the mutagenic role that the virtual containers may play in current distance education.…
Descriptors: Foreign Countries, STEM Education, Art Education, Resource Units
Karchmer-Klein, Rachel, Ed.; Pytash, Kristine E., Ed. – IGI Global, 2020
Online education has become a prevalent means of program and course delivery, especially within teacher education programs. However, the lack of preparation in online design is concerning, especially in the field of teacher education where the focus is preparing preservice and practicing teachers to implement effective, evidence-based…
Descriptors: Literacy Education, Electronic Publishing, Practicums, Reflective Teaching
Delello, Julie A.; McWhorter, Rochell R.; Camp, Kerri M. – Journal of Educational Multimedia and Hypermedia, 2015
Augmented reality (AR) is an emerging technology that blends physical objects with virtual reality. Through the integration of digital and print media, a gap between the "on and offline" worlds are merged, radically shifting student-computer interaction in the classroom. This research examined the results of a multiple case study on the…
Descriptors: College Students, Higher Education, Computer Simulation, Information Technology
Safar, Ammar H.; Al-Jafar, Ali A.; Al-Yousefi, Zainab H. – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This experimental research study scrutinized the effectiveness of using augmented reality (AR) applications (apps) as a teaching and learning tool when instructing kindergarten children in the English alphabet in the State of Kuwait. The study compared two groups: (a) experimental, taught using AR apps, and (b) control, taught using traditional…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Computer Oriented Programs