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António Faria – Journal of New Approaches in Educational Research, 2024
This study investigated the impact of two teaching strategies, conventional and drawing principle, associated with the use of Augmented Reality (AR), on the school performance of pupils in the 7th-year of primary school and the 10th-year of secondary school on volcanism learning. Compared to previous research, the novelty of this study lies in the…
Descriptors: Science Education, Grade 7, Grade 10, Physical Environment
Mochammad Faiz Nur Falah; Muhammad Iqbal Rifqy; Ailsa Tsabita Primrose; Taufiq Satria Mukti – Journal of Research and Advances in Mathematics Education, 2025
Curved Side Spaces (BRSL) in learning need to be presented with learning media to make it easier for students to understand the concept. This research aims to produce learning media based on technology and cultural values. The media in question is (BRUSLE) an Android application that can be accessed via mobile with augmented reality hologram…
Descriptors: Computer Simulation, Synthesis, Physical Environment, Simulated Environment
Petersen, Gustav B.; Klingenberg, Sara; Mayer, Richard E.; Makransky, Guido – British Journal of Educational Technology, 2020
Immersive Virtual Reality (IVR) is being used for educational virtual field trips (VFTs) involving scenarios that may be too difficult, dangerous or expensive to experience in real life. We implemented an immersive VFT within the investigation phase of an inquiry-based learning (IBL) climate change intervention. Students investigated the…
Descriptors: Field Trips, Educational Technology, Technology Uses in Education, Computer Simulation
Acar, Ahmet; Cavas, Bulent – Malaysian Online Journal of Educational Sciences, 2020
The aim of this study is to investigate the effect of virtual reality (VR) enhanced learning environment on the 7th-grade students' academic achievements in reading and writing in English. Within the scope of the experimental application of the research, the "planets" unit topic was selected from the 7th-grade syllabus of the 2018…
Descriptors: Computer Simulation, Simulated Environment, Grade 7, Secondary School Students
Hughes, Janette; Maas, Melanie – LEARNing Landscapes, 2017
In this article, we share an ethnographic case study of how we worked with a small group of marginalized grades 6, 7, and 8 students to both explore and create augmented reality (AR) to produce a class cookbook. We discuss how using AR helped students develop digital literacies skills and 21st century competencies, while at the same time,…
Descriptors: 21st Century Skills, Grade 6, Grade 7, Grade 8
Katz, Meredith L.; Kress, Jeffrey S. – Journal of Jewish Education, 2018
This study investigates the Jewish history engagement for middle school students "playing" in the Jewish Court of All Time (JCAT), an online simulation of a current events court case with historical roots (http://jcat.icsmich.org). Through an online platform across several schools, students research and play historical and current…
Descriptors: Jews, History, Middle School Students, Computer Simulation
Yoon, Susan A.; Wang, Joyce – TechTrends: Linking Research and Practice to Improve Learning, 2014
Despite the potential of augmented reality (AR) in enabling students to construct new understanding, little is known about how the processes and interactions with the multimedia lead to increased learning. This study seeks to explore the affordances of an AR tool on learning that is focused on the science concept of magnets and magnetic fields.…
Descriptors: Simulated Environment, Computer Simulation, Interaction, Multimedia Instruction
Islas Sedano, Carolina; Leendertz, Verona; Vinni, Mikko; Sutinen, Erkki; Ellis, Suria – Simulation & Gaming, 2013
A Hypercontextualized Game (HCG) is a locally designed game that supports its players in gathering context-specific information and in-depth understanding and knowledge regarding the context of a site. LIEKSAMYST, an exciting mobile application, with which visitors can play various games based on stories, was originally developed for the open-air…
Descriptors: Games, Design, Telecommunications, Handheld Devices
Wright, Vivian H.; Burnham, Joy J. – Professional Counselor, 2012
This study sought to develop meaningful and engaging virtual cyberbullying scenarios in digital environments that reflect the educational needs of today's adolescents. In order to inform and script these scenarios, a threestage study was implemented with middle schools. This paper describes how data collected in each stage informed the…
Descriptors: Bullying, Prevention, Computer Mediated Communication, School Counselors
Ketelhut, Diane Jass; Nelson, Brian C. – Educational Research, 2010
Background: Most policy doctrines promote the use of scientific inquiry in the K-12 classroom, but good inquiry is hard to implement, particularly for schools with fiscal and safety constraints and for teachers struggling with understanding how to do so. Purpose: In this paper, we present the design of a multi-user virtual environment (MUVE)…
Descriptors: Suburban Schools, Student Attitudes, Virtual Classrooms, Science Curriculum