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Bahari, Akbar – Interactive Learning Environments, 2023
The purpose of this systematic review was three-fold: (a) to convey technology-assisted language learning (TALL) affordances that facilitate catering to the nonlinearity and dynamicity of the second language (L2) motivational factors, (b) to identify TALL challenges that inhibit the integration of educational technologies to enhance L2 motivation…
Descriptors: Affordances, Barriers, Technology Uses in Education, Second Language Learning
Brewer-Deluce, Danielle; Bak, Alex B.; Simms, Abigail J.; Sinha, Sakshi; Mitchell, Josh P.; Shin, David; Saraco, Anthony N.; Wainman, Bruce C. – Anatomical Sciences Education, 2021
As post-secondary education migrates online, developing and evaluating new avenues for assessment in anatomy is paramount. Three-dimensional (3D) visualization technology is one area with the potential to augment or even replace resource-intensive cadaver use in anatomical education. This manuscript details the development of a smartphone…
Descriptors: Anatomy, Computer Simulation, Visual Aids, Handheld Devices
Ovens, Michael; Ellyard, Megan; Hawkins, Jacob; Spagnoli, Dino – Journal of Chemical Education, 2020
An augmented reality (AR) application that complements a DNA precipitation experiment has been developed for use on mobile devices. The AR experience provides atomistic detail on the reasoning behind the experimental observations. The development of the application is described, as are the download data. In a pilot survey, the students were asked…
Descriptors: Undergraduate Students, Chemistry, Genetics, Science Experiments
Lytridis, Chris; Tsinakos, Avgoustos; Kazanidis, Ioannis – Education Sciences, 2018
Augmented Reality (AR) has been used in various contexts in recent years in order to enhance user experiences in mobile and wearable devices. Various studies have shown the utility of AR, especially in the field of education, where it has been observed that learning results are improved. However, such applications require specialized teams of…
Descriptors: Distance Education, Computer Simulation, Computer Uses in Education, Textbooks
Wong, Eva Y. W.; Law, Lisa; Kwong, Theresa; Pegrum, Mark – Journal on Excellence in College Teaching, 2018
The authors evaluated the effectiveness of using augmented reality (AR) with mobile technologies to help students understand the abstract concepts of academic integrity and ethics (AIE). Quantitative and qualitative data collected from student participants (N = 3613) indicate that they enjoyed the interactive AR learning activities in the Trails…
Descriptors: Computer Simulation, Handheld Devices, Computer Uses in Education, Ethical Instruction
Garcia-Carballeira, Felix; Calderon-Mateos, Alejandro; Alonso-Monsalve, Saul; Prieto-Cepeda, Javier – IEEE Transactions on Learning Technologies, 2020
Our educational project has three primary goals. First, we want to provide a robust vision of how hardware and software interplay, by integrating the design of an instruction set (through microprogramming) and using that instruction set for assembly programming. Second, we wish to offer a versatile and interactive tool where the previous…
Descriptors: Instructional Design, Computer Simulation, Technology Integration, Programming
Statti, Aubrey; Villegas, Sonimar – Peabody Journal of Education, 2020
This article presents a literature review of mobile learning (m-learning) in the K-12 classroom and explores the impact of tablets in primary education. Additionally, it shows the impact of mobile learning on K-12 online learning as well as the need for professional development of educators utilizing mobile technologies. Further, the article…
Descriptors: Electronic Learning, Elementary Secondary Education, Literature Reviews, Educational Trends
Bowen, Mary Michelle – ProQuest LLC, 2018
The introduction of low-cost hand-held devices has provided K-12 educators with the opportunity to teach using virtual reality (VR). However, the efficacy of VR in K-12 classrooms for teaching and learning has not been established. Therefore, the purpose of this quasi-experimental study was to examine the influence of virtual reality field trips…
Descriptors: Computer Simulation, Student Motivation, Academic Achievement, Middle School Students
Takemura, Atsushi – International Association for Development of the Information Society, 2016
This paper proposes a novel e-Learning system using the mixed reality (MR) technique for technical experiments involving the construction of electronic circuits. The proposed system comprises experimenters' mobile computers and a remote analysis system. When constructing circuits, each learner uses a mobile computer to transmit image data from the…
Descriptors: Electronic Learning, Technology Education, Experiments, Handheld Devices
Macauda, Anita – Research on Education and Media, 2018
This contribution presents the results of research on teaching practices supported by augmented reality conducted in school contexts in the three-year period 2015-2017. With reference to the objectives of the National Plan for Digital Education relating to the realisation of innovative learning pathways to promote critical thinking, reflection and…
Descriptors: Computer Simulation, Simulated Environment, Teaching Methods, Educational Technology
Mulch, Beth Ebenstein – Knowledge Quest, 2014
In this article, high school librarian Beth Ebenstein Mulch describes how she used iPads to introduce students at T. C. Williams High School (Alexandria, Virginia) to the school library. Her goal was for the library to come to life in front of new students and for them to learn from peers about all the great resources and services their library…
Descriptors: High Schools, School Libraries, Library Instruction, Handheld Devices
Borthwick, Arlene C.; Anderson, Cindy L.; Finsness, Elizabeth S.; Foulger, Teresa S. – Journal of Digital Learning in Teacher Education, 2015
Wearable personal learning technologies can gather data from the person wearing the device or from the surrounding environment and enable that data to be transferred to another device or shared via the cloud. Wearable technologies can serve as a valuable asset in the classroom enhancing differentiation of instruction and student engagement. They…
Descriptors: Educational Technology, Learner Engagement, Teacher Education, Technology Integration
Grotzer, Tina A.; Powell, Megan M.; Derbiszewska, Katarzyna M.; Courter, Caroline J.; Kamarainen, Amy M.; Metcalf, Shari J.; Dede, Christopher J. – Technology, Knowledge and Learning, 2015
Reasoning about ecosystems includes consideration of causality over temporal and spatial distances; yet learners typically focus on immediate time frames and local contexts. Teaching students to reason beyond these boundaries has met with some success based upon tests that cue students to the types of reasoning required. Virtual worlds offer an…
Descriptors: Ecology, Logical Thinking, Grade 5, Grade 6
Chang, Yu-Lien; Hou, Huei-Tse; Pan, Chao-Yang; Sung, Yao-Ting; Chang, Kuo-En – Educational Technology & Society, 2015
Based on the sense of place theory and the design principles of guidance and interpretation, this study developed an augmented reality mobile guidance system that used a historical geo-context-embedded visiting strategy. This tool for heritage guidance and educational activities enhanced visitor sense of place. This study consisted of 3 visitor…
Descriptors: Computer Simulation, Handheld Devices, Place Based Education, Heritage Education
Tanner, Patricia; Karas, Carly; Schofield, Damian – Journal of Information Technology Education: Research, 2014
This study investigates the classroom integration of an innovative technology, augmented reality. Although the process of adding new technologies into a classroom setting can be daunting, the concept of augmented reality has demonstrated the ability to educate students and to assist with their comprehension of a procedural task. One half of the…
Descriptors: Computer Simulation, Handheld Devices, Computer Uses in Education, Robotics