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Marquardson, Jim; Gomillion, David L. – Information Systems Education Journal, 2019
Simulated environments can provide a convenient, effective way to teach skills. Simulations have been used for decades to teach skills such as piloting aircraft. As technology has improved, it has become feasible to simulate many other tasks. Recent advances in virtual and augmented reality provide new avenues for expanding training using…
Descriptors: Computer Simulation, Teaching Methods, Transfer of Training, Introductory Courses
Sturz, Bradley R.; Bell, Z. Kade; Bodily, Kent D. – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2018
During spatial reorientation, the use of local geometric cues (e.g., corner angles) and global geometric cues (e.g., principal axis) is differentially influenced by enclosure size. Local geometric cues exert more influence in large enclosures compared to small enclosures, whereas the use of global geometric cues is not influenced by changes in…
Descriptors: Spatial Ability, Comparative Analysis, Testing, Classification
Martin, Joe C.; Apostel, Shawn; Strawser, Michael G.; Martin, Fiona – Communication Center Journal, 2017
Practical solutions are needed to ensure that communication centers remain viable resources for the 21st century student (Nair, 2011). In order to preserve the communication center's status as a necessary campus space, and to increase its influence beyond a single physical location, technology must be employed as a means to enhance student…
Descriptors: Academic Support Services, Communication Skills, Technology Uses in Education, Computer Simulation
Sydorenko, Tetyana; Hellermann, John; Thorne, Steven L.; Howe, Vanessa – TESOL Quarterly: A Journal for Teachers of English to Speakers of Other Languages and of Standard English as a Second Dialect, 2019
Applications of locative media (e.g., place-based mobile augmented reality [AR]) are used in various educational content areas and have been shown to provide learners with valuable opportunities for investigation-based learning, location-situated social and collaborative interaction, and embodied experience of place (Squire, 2009; Thorne &…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Discourse Analysis
Islam, Zahid – Design and Technology Education, 2019
It is evident from previous research that learner preference, cognitive load and effective learning are interconnected. Designers' individual characteristics and preferred modality of information delivery in the design studio has direct relation to the effective use of the information delivered. This study evaluates and discusses possibilities of…
Descriptors: Preferences, Constructivism (Learning), Cognitive Ability, Design
Zacharis, Georgios K.; Mikropoulos, Tassos Anastasios; Kalyvioti, Katerina – Themes in Science and Technology Education, 2016
Studies showed that two-dimensional (2D) and three-dimensional (3D) educational content contributes to learning. Although there were many studies with 3D stereoscopic learning environments, only a few studies reported on the differences between real, 2D, and 3D scenes, as far as cognitive load and attentional demands were concerned. We used…
Descriptors: Foreign Countries, Undergraduate Students, Females, Cognitive Processes
Walker, Zachary; McMahon, Don D.; Rosenblatt, Kara; Arner, Tracy – SAGE Open, 2017
The success of Pokémon Go is demonstrating that augmented reality (AR) is reaching the masses quickly and can be a robust tool to enhance student engagement and learning. Leveraging AR for instructional purposes has the potential to become a powerful medium for Universal Design for Learning (UDL) by providing new tools for multiple means of…
Descriptors: Physical Environment, Simulated Environment, Computer Simulation, Learner Engagement
Zhu, Liangfeng; Pan, Xin; Gao, Gongcheng – Journal of Geography, 2016
Advances in the Google Earth virtual globe and the concomitant Keyhole Markup Language (KML) are providing educators with a convenient platform to cultivate and assess one's place location knowledge (PLK). This article presents a general framework and associated implementation methods for the online testing of PLK using Google Earth. The proposed…
Descriptors: Place Based Education, Geography, Geographic Information Systems, Internet
Kong, Seng Yeap; Yaacob, Naziaty Mohd; Ariffin, Ati Rosemary Mohd – Asia Pacific Journal of Education, 2015
The use of the physical environment as a three-dimensional (3-D) textbook is not a common practice in educational facilities design. Previous researches documented that little progress has been made to incorporate environmental education (EE) into architecture, especially among the conventional designers who are often constrained by the budget and…
Descriptors: Foreign Countries, Physical Environment, Computer Simulation, Textbooks
Julia Gressick; Bruce Alan Spitzer; Kyle Sagarsee – Journal of Teaching and Learning with Technology, 2014
This article describes the use of the Quick Response codes (QR codes) as a way to engage students in an interactive scavenger hunt to review course content prior to an exam. The authors developed an educational augmented reality learning game (e.g. Wu & Wen-Yu Lee, 2012) that leveraged QR codes as a way to engage undergraduate students by…
Descriptors: Handheld Devices, Access to Information, Educational Technology, Educational Games
Sakalli, Isinsu; Chung, WonJoon – Turkish Online Journal of Educational Technology - TOJET, 2015
The world is becoming increasingly virtual. Since the invention of the World Wide Web, information and human interaction has been transferring to the web at a rapid rate. Education is one of the many institutions that is taking advantage of accessing large numbers of people globally through computers. While this can be a simpler task for…
Descriptors: Instructional Design, Online Courses, Technology Uses in Education, Cooperation
Larkin, Helen; Nihill, Claire; Devlin, Marcia – International Perspectives on Higher Education Research, 2014
This chapter explores a set of principles that underpin ensuring that the learning needs of all students are addressed in next generation learning spaces. With increasingly diverse higher education environments and populations, higher education needs to move from seeing student diversity as problematic and deficit-based, to welcoming, celebrating…
Descriptors: Inclusion, Access to Education, Teaching Methods, Learning Processes
Lindgren, Robb; Johnson-Glenberg, Mina – Educational Researcher, 2013
The authors describe an emerging paradigm of educational research that pairs theories of embodied learning with a class of immersive technologies referred to as "mixed reality" (MR). MR environments merge the digital with the physical, where, for example, students can use their bodies to simulate an orbit around a virtual planet. Recent…
Descriptors: Educational Research, Learning Theories, Computer Simulation, Physical Environment
Friess, Daniel A.; Oliver, Grahame J. H.; Quak, Michelle S. Y.; Lau, Annie Y. A. – Journal of Geography in Higher Education, 2016
The "field trip" is a key pedagogical tool within geographical education to encourage deep learning, though they are increasingly difficult to implement due to reduced budgets, safety concerns and increasing class sizes. We incorporated three field-learning activities into a large introductory module. A traditional staff-led trip was the…
Descriptors: Geography Instruction, Teaching Methods, Learning Activities, Video Technology
Woods, Terri L.; Reed, Sarah; Hsi, Sherry; Woods, John A.; Woods, Michael R. – Journal of Geoscience Education, 2016
Spatial thinking is often challenging for introductory geology students. A pilot study using the Augmented Reality sandbox (AR sandbox) suggests it can be a powerful tool for bridging the gap between two-dimensional (2D) representations and real landscapes, as well as enhancing the spatial thinking and modeling abilities of students. The AR…
Descriptors: Undergraduate Students, Computer Simulation, Pilot Projects, Teaching Methods

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