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Dana Anderson – Montessori Life: A Publication of the American Montessori Society, 2024
My personal exploration of how digital technology can support my Montessori practice has been a 20+-year journey. This journey has taken me to many places-- some fascinating, some frustrating. One place I never imagined it would take me (because I didn't even know this place existed) was to a lake in Massachusetts.
Descriptors: Information Technology, Montessori Method, Water, Technology Uses in Education
John L. McKenna; Yu-Chi Wang; Coleen R. Williams; Kerry McGregor; Elizabeth R. Boskey – Journal of LGBT Youth, 2024
Transgender and gender diverse (TGD) adolescents experience mental health challenges at higher rates than cisgender peers due to a combination of minority stress and gender dysphoria. Many TGD youth use video games to cope with stress and access informal networks of support. However, very little is known about the potential positive influence…
Descriptors: LGBTQ People, Sexual Identity, Adolescents, Video Games
Verma, Amit; Purohit, Pratibha; Thornton, Timothy; Lamsal, Kamal – Industry and Higher Education, 2023
The fields of augmented reality (AR) and virtual reality (VR) have seen massive growth in recent years. Numerous degree programs have started to redesign their curricula to meet the high market demand for people qualified to fill related job positions. In this paper, the authors perform a content analysis of online job postings hosted on…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Sean McLaughlin – ProQuest LLC, 2023
Classroom engagement is critical to academic success for high school students (Marks, 2000). Increasing student classroom engagement can improve academic performance and student self-confidence (Reeve, 2013). This study aims to determine how student classroom engagement is impacted by the use of immersive virtual reality (VR) video. This study…
Descriptors: Learner Engagement, High School Students, Video Technology, Computer Simulation
Brenner, Corinne; DesPortes, Kayla; Ochoa Hendrix, Jessica; Holford, Mandë – Information and Learning Sciences, 2021
Purpose: This paper aims to describe the design and user testing of GeoForge, a multiple-player digital learning experience for middle school that leverages virtual reality (VR) and individualized websites for learning concepts in planetary science. This paper investigates how specific instructional design choices and features of the technology…
Descriptors: Computer Simulation, Web Sites, Cooperative Learning, Middle School Students
Sagrans, Jacob; Mokros, Janice; Voyer, Christine; Harvey, Meggie – Science Teacher, 2022
The use of large, open-source data sets is ubiquitous in scientific research. Scientists--ranging from meteorologists to chemists to epidemiologists--are researching and investigating critical questions using data that they have not themselves collected. To contribute to the growing effort to bring data science into classrooms, the authors have…
Descriptors: Data Analysis, Science Instruction, High School Teachers, Science Teachers
Gouvea, Julia; Appleby, Lara; Fu, Liren; Wagh, Aditi – CBE - Life Sciences Education, 2022
Writing a lab report can be an opportunity for students to engage in scientific thinking. Yet students' lab reports often do not exhibit evidence of such engagement. Students' writing can appear focused on "filling in" required components and reporting on predetermined conclusions. We conducted a design experiment in an introductory…
Descriptors: Scientific and Technical Information, Persuasive Discourse, Reports, Science Laboratories
Wesley, Alexa; Burnside, Omari; Wesaw, Alexis; Parnell, Amelia – NASPA - Student Affairs Administrators in Higher Education, 2021
The move to online instruction and service delivery has created both a critical need and a unique opportunity to investigate the innovative uses of technologies and practices. In the fall of 2020, NASPA launched the Virtual Innovation Awards: Excellence in Delivering Virtual Student Services. Over 100 submissions were vetted by an advising…
Descriptors: Teaching Methods, Computer Simulation, Distance Education, Instructional Innovation
Gorham, Tom; Jubaed, Sam; Sanyal, Tannishtha; Starr, Emma L. – Research-publishing.net, 2019
This chapter describes a small-scale pilot study in which participants in the experimental group learned how to write Japanese kanji characters within an immersive Virtual Reality (VR) graffiti simulator (the Kingspray Graffiti Simulator on the Oculus Rift VR system). In comparing the experimental group to the non-VR control group in the context…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, Teaching Methods
de Azúa, Ramón L. – National Technical Assistance Center for the Education of Neglected or Delinquent Children and Youth (NDTAC), 2020
This brief illustrates how digital learning opportunities and technology can significantly increase access to high-quality learning materials, curricula, and effective online learning tools to help youth in secure care settings develop expertise in shaping personalized learning and future goals. The brief also offers takeaways that practitioners,…
Descriptors: Educational Technology, Technology Uses in Education, At Risk Students, Juvenile Justice
Frydenberg, Mark; Andone, Diana – Journal of Information Systems Education, 2018
Augmented and virtual reality applications bring new insights to real world objects and scenarios. This paper shares research results of the TalkTech project, an ongoing study investigating the impact of learning about new technologies as members of global communities. This study shares results of a collaborative learning project about augmented…
Descriptors: Computer Graphics, Computer Simulation, Global Approach, Communities of Practice
Emily Duwan; Francis Choi; Brian Helmuth – Journal of STEM Outreach, 2019
Virtual reality environments are becoming increasingly popular as educational tools, but it remains unclear when these environments enhance learning or when they are a distraction from the learning process. We compared two different methods for teaching ecological concepts about the rocky intertidal zone by comparing an experimental (virtual)…
Descriptors: Technology Uses in Education, Computer Simulation, Marine Education, Ecology
Moylan, Gina; Burgess, Ann W.; Figley, Charles; Bernstein, Michael – International Journal of Distance Education Technologies, 2015
Though there is considerable research to support using Game-Based Learning (GBL) in higher education, its implementation is lagging behind K-12 education by an order of magnitude. By considering the current state of GBL from leadership, primary consumer, academic and technical perspectives, the authors frame the main issues involved with…
Descriptors: Teaching Methods, Higher Education, Educational Games, Online Courses
Perry, Judy; Klopfer, Eric – Computers in the Schools, 2014
The integration of learning games into schools holds significant promise, yet faces numerous obstacles. Ubiquitous games (casual games for smart phones) attempt to motivate students to engage repeatedly with content beyond school, while enabling teachers to facilitate deeper reflection on game-related curricula during class. During a two-year…
Descriptors: Educational Games, Handheld Devices, Electronic Learning, Biology
Lahav, Orly; Schloerb, David W.; Kumar, Siddarth; Srinivasan, Mandayam A. – Journal of Special Education Technology, 2011
Most of the spatial information needed by sighted people to construct cognitive maps of spaces is gathered through the visual channel. Unfortunately, people who are blind lack the ability to collect the required spatial information in advance. The use of virtual reality as a learning and rehabilitation tool for people with disabilities has been on…
Descriptors: Blindness, Cognitive Mapping, Computer Simulation, Spatial Ability
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