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Yeo, Hwan-Ik; Lee, Yekyung Lisa – British Journal of Educational Technology, 2014
This study explores the use of blogs for personal information management (PIM) as a learning tool that could bring increased efficiency and academic self-efficacy for carrying out learning tasks. In order to identify the uses and effects of using blogs for PIM by children, a control group that used personal spaces within the class website and an…
Descriptors: Web Sites, Electronic Publishing, Information Management, Children
Furio, David; Gonzalez-Gancedo, Santiago; Juan, M.-Carmen; Segui, Ignacio; Costa, Maria – Computers & Education, 2013
In this paper, we present an educational game for an iPhone and a Tablet PC. The main objective of the game was to reinforce children's knowledge about the water cycle. The game included different interaction forms like the touch screen and the accelerometer and combined AR mini-games with non-AR mini-games for better gameplay immersion. The main…
Descriptors: Computer Interfaces, Handheld Devices, Educational Games, Computer Games
Fazio, Lisa K.; Gumbel, Lauren; Robert S. Siegler – Society for Research on Educational Effectiveness, 2011
In this experiment, the authors sought to further examine the effects of pretests on later learning. Specifically, they were interested in if activating a correct mental representation on the pretest would improve later learning and if activating an incorrect representation would impair learning. Kindergarteners and preschoolers were split into…
Descriptors: Feedback (Response), Control Groups, Pretests Posttests, Kindergarten
Theodotou, Evgenia – Online Submission, 2010
Technology in education is considered in empirical and theoretical literature as both beneficial and harmful to children's development. In the field of the early years settings there is a dilemma whether or not early childhood teachers should use technology as a teaching and learning resource. This paper has a pedagogical focus, discussing the…
Descriptors: Learning Theories, Early Childhood Education, Computer Uses in Education, Children
Laine, Teemu H.; Vinni, Mikko; Sedano, Carolina Islas; Joy, Mike – ALT-J: Research in Learning Technology, 2010
This article presents the features, design and architecture of the Myst pervasive game platform that has been applied in creating pervasive mobile learning games in various contexts such as science festivals and museums in Finland. Based on our experiences with the development, we draw a set of design principles for creating successfully a…
Descriptors: Electronic Learning, Educational Games, Young Adults, Museums

Strickland, Dorothy; And Others – Journal of Autism and Developmental Disorders, 1996
Case studies of two children (ages 7 and 9) with autism investigated whether they would tolerate virtual reality (VR) equipment and respond to the computer-generated world in a meaningful way. The children accepted the VR helmet, identified objects and their qualities, and located and moved toward objects. (CR)
Descriptors: Autism, Case Studies, Children, Computer Assisted Instruction
Sanchez, Jaime; Saenz, Mauricio – Behaviour & Information Technology, 2006
Audio-based virtual environments have been increasingly used to foster cognitive and learning skills. A number of studies have also highlighted that the use of technology can help learners to develop effective skills such as motivation and self-esteem. This study presents the design and usability of 3D interactive environments for children with…
Descriptors: Blindness, Educational Technology, Problem Solving, Instructional Effectiveness