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The Effect of an Augmented Reality Enhanced Mathematics Lesson on Student Achievement and Motivation
Estapa, Anne; Nadolny, Larysa – Journal of STEM Education: Innovations and Research, 2015
The purpose of the study was to assess student achievement and motivation during a high school augmented reality mathematics activity focused on dimensional analysis. Included in this article is a review of the literature on the use of augmented reality in mathematics and the combination of print with augmented reality, also known as interactive…
Descriptors: Mathematics Instruction, Computer Simulation, Computer Uses in Education, High School Students
Barrett, Matthew E.; Swan, Alexander B.; Mamikonian, Ani; Ghajoyan, Inna; Kramarova, Olga; Youmans, Robert J. – International Journal of Instruction, 2014
This study examined the encoding specificity principle in relation to traditional and computer-based note taking and assessment formats in higher education. Students (N = 79) took lecture notes either by hand (n = 40) or by computer (n = 39) and then completed either a computer or a paper-based assessment. When note taking and assessment formats…
Descriptors: Notetaking, Congruence (Psychology), Higher Education, College Students
Tagsold, Jennifer T. – Journal of Research in Education, 2013
K-12 education research has become increasingly concerned with technology's impact on students' attention in the classroom, particularly with regard to laptop computers and other mobile devices (Gay & Hembrooke, 2004; Jackson, 2008; Mann, 2008; Kraushaar & Novak, 2010). While this classroom technology has created many positive implications…
Descriptors: Educational Environment, Student Motivation, Motivation Techniques, Prevention
Arnone, Marilyn P.; Small, Ruth V.; Chauncey, Sarah A.; McKenna, H. Patricia – Educational Technology Research and Development, 2011
This paper identifies the need for developing new ways to study curiosity in the context of today's pervasive technologies and unprecedented information access. Curiosity is defined in this paper in a way which incorporates the concomitant constructs of interest and engagement. A theoretical model for curiosity, interest and engagement in new…
Descriptors: Personality Traits, Research Methodology, Learning Modalities, Learner Engagement
Teoh, Jase – Journal of Educational Technology Systems, 2012
An in-depth qualitative study with nine secondary pre-service teachers from an undergraduate "Language and Literacy" class was conducted to examine the potential of simulation using Second Life (SL) in teacher education. Games and simulations were operationally defined in the broadest sense to distinguish key characteristics between…
Descriptors: Computer Uses in Education, Computer Simulation, Simulated Environment, Role Playing