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Bunari; Isjoni; Asyrul Fikri; Yuliska – Journal of Education and Learning (EduLearn), 2025
This research aims to investigate the impact of using augmented reality (AR) at Muara Takus Temple as a source of history learning for students' historical understanding. Experimental research methods were involved in this research. 88 secondary school students were used as samples. They were split into two groups, the experimental group and the…
Descriptors: Foreign Countries, Secondary School Students, Place Based Education, History Instruction
Nerea López-Bouzas; M. Esther del Moral-Pérez; Jonathan Castañeda-Fernández – Education and Information Technologies, 2024
Active methodologies such as gamification, combined with emerging technologies like augmented reality, are enhancing learning environments that facilitate the development of essential competencies. Particularly, students with Autism Spectrum Disorder (ASD) require reinforcement of their Communicative Competence (CC) to activate their abilities to…
Descriptors: Communication Skills, Gamification, Autism Spectrum Disorders, Physical Environment
Li-Na Ma; Rui Peng; Jing-Ji Xu; Qing-Ling Yang; A-Ceng Li; Ye Han; Lei Yuan; Fan Shen; Dan-Qing Yin; Min-Wen Zheng; Ya-Yu Huang; Jing Ren – Anatomical Sciences Education, 2025
The traditional approach of using PowerPoint (PPT) presentations in medical imaging theory classes hinders the spatial thinking ability of most students. Consequently, the learning outcomes are often unsatisfactory. This article proposes a naked eye three-dimensional (3D) medical imaging teaching assistant app based on augmented reality (AR)…
Descriptors: Teaching Assistants, Theories, Courses, Medical Services
Chin-Huang Daniel Liao; Wen-Chi Vivian Wu; Venny Gunawan; Tin-Chang Chang – Asia-Pacific Education Researcher, 2024
This comparative study aimed to investigate the effects of an Augmented-Reality Game-Based Learning application, "StemUp," on the English learning performance and motivation of distinct rural and urban groups of young EFL (English as a Foreign Language) learners. Multiple sources of data collection were employed, including pre- and…
Descriptors: Game Based Learning, Physical Environment, Simulated Environment, Synthesis
Xinyi Wang; Mohd Nazri Bin Abdul Rahman; Mohd Shahril Nizam Shaharom – Cogent Education, 2024
Augmented reality (AR) technology is increasingly utilized in cognitive development and education of preschoolers. The Augmented Reality Integrated STEM Preschooler (ARISP) module combines AR technology with STEM (Science, Technology, Engineering, and Mathematics) in teaching and learning activity. This study aims to assess the impacts of the…
Descriptors: Foreign Countries, Preschool Education, STEM Education, Learning Activities
Elford, Martha Denton – ProQuest LLC, 2013
This study analyzes the effects of real-time feedback on teacher behavior in an augmented reality simulation environment. Real-time feedback prompts teachers to deliver behavior-specific praise to students in the TeachLivE KU Lab as an evidence-based practice known to decrease disruptive behavior in inclusive classrooms. All educators face the…
Descriptors: Secondary School Teachers, Secondary School Students, Student Behavior, Behavior Problems
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2014
These proceedings contain the papers of the 11th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2014), October 25-27, 2014, which has been organized by the International Association for Development of the Information Society (IADIS) and endorsed by the Japanese Society for Information and Systems in…
Descriptors: Conference Papers, Teaching Methods, Technological Literacy, Technology Uses in Education
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers