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Investigating Primary School Students' Epistemic Beliefs in Augmented Reality-Based Inquiry Learning
Yun Wen; Chun Lai; Sujin He; Yiyu Cai; Chee Kit Looi; Longkai Wu – Interactive Learning Environments, 2024
The impact of Augmented Reality (AR)-based science learning on cognitive development has been established, but the effect of AR on the improvement of students' academic performance remains inconclusive. Additionally, while epistemic beliefs as a significant determinant on student learning outcomes is well-documented, there is little research in…
Descriptors: Elementary School Students, Epistemology, Beliefs, Student Attitudes
Meghan Lindsey Cook – ProQuest LLC, 2021
Experiential learning exercises, such as field trips, are a common pedagogical practice in geoscience curriculums. Their purpose is to facilitate the transfer of knowledge gained in a classroom or lab setting into a field setting, but can be considered a barrier for entry into the geosciences for those with disabilities, caregiver/employment…
Descriptors: Earth Science, Field Trips, Experiential Learning, Computer Simulation
Stylianidou, Nayia; Sofianidis, Angelos; Manoli, Elpiniki; Meletiou-Mavrotheris, Maria – Education Sciences, 2020
This article reports on the main experiences gained from a teaching intervention which utilised the alternate reality game 'Helping Nemo' in an augmented reality environment for formative assessment. The purpose of the study was to explore the ways in which the affordances arising from the combination of alternate reality games and augmented…
Descriptors: Educational Games, Access to Education, Computer Simulation, Intervention
Chen, Peayton; Kuo, Rita; Chang, Maiga; Heh, Jia-Sheng – Research and Practice in Technology Enhanced Learning, 2017
The research team has developed a web-based multiplayer trading card game to allow teachers choosing cards as rewards for students who actively participate in discussions and classroom activities as well as perform well in terms of doing assignments and writing exams or quizzes. In order to verify the effectiveness of the use of in-game cards as…
Descriptors: Elementary School Students, Grade 5, Games, Computer Simulation
Bebeau, Deborah – ProQuest LLC, 2016
This quantitative, randomly controlled study sought to find relationships between occupational therapy students' participation in a virtual situated-case scenario (VSCS) and enhanced perceived self-efficacy as well as academic performance when compared to participation in a text-based case study. To determine effects of participation in a virtual…
Descriptors: Occupational Therapy, Allied Health Occupations Education, Electronic Learning, Instructional Effectiveness
Rienties, Bart; Lewis, Tim; McFarlane, Ruth; Nguyen, Quan; Toetenel, Lisette – Computer Assisted Language Learning, 2018
Language education has a rich history of research and scholarship focusing on the effectiveness of learning activities and the impact these have on student behaviour and outcomes. One of the basic assumptions in foreign language pedagogy and CALL in particular is that learners want to be able to communicate effectively with native speakers of…
Descriptors: Data Analysis, Second Language Learning, Second Language Instruction, Teaching Methods
De Lucia, A.; Francese, R.; Passero, I.; Tortora, G. – International Journal of Distance Education Technologies, 2012
Mobile devices are changing the way people work and communicate. Most of the innovative devices offer the opportunity to integrate augmented reality in mobile applications, permitting the combination of the real world with virtual information. This feature can be particularly useful to enhance informal and formal didactic actions based on student…
Descriptors: Foreign Countries, Photography, Student Participation, Cooperative Learning
Lorenzo, Carlos-Miguel; Sicilia, Miguel Angel; Sanchez, Salvador – Computers & Education, 2012
Massively Multiuser On-line Learning (MMOL) Platforms, often called "virtual learning worlds", constitute a still unexplored context for communication-enhanced learning, where synchronous communication skills in an explicit social setting enhance the potential of effective collaboration. In this paper, we report on an experimental study of…
Descriptors: Educational Technology, Evaluation Methods, Student Participation, Interaction
Designing Oral Participation in Second Life--A Comparative Study of Two Language Proficiency Courses
Deutschmann, Mats; Panichi, Luisa; Molka-Danielsen, Judith – ReCALL, 2009
The following paper presents two stages of an action research project involving two oral proficiency courses held in the virtual world Second Life. Course 1 was conducted during the Autumn of 2007. Based on the experiences of this course, we redesigned many aspects of it in order to improve student activity in terms of oral participation and gave…
Descriptors: Action Research, Student Participation, Comparative Analysis, Language Proficiency
Birchfield, David; Megowan-Romanowicz, Colleen – International Journal of Computer-Supported Collaborative Learning, 2009
Conversational technologies such as email, chat rooms, and blogs have made the transition from novel communication technologies to powerful tools for learning. Currently virtual worlds are undergoing the same transition. We argue that the next wave of innovation is at the level of the computer interface, and that mixed-reality environments offer…
Descriptors: Elementary Secondary Education, Achievement Gains, Student Participation, Earth Science
Tüzün, Hakan; Arkun, Selay; Bayirtepe-Yagiz, Ezgi; Kurt, Funda; Yermeydan-Ugur, Benlihan – Journal of Educational Technology, 2008
In this study, researchers evaluated the usability of game environments for teaching and learning about mathematical functions. A 3-Dimensional multi-user computer game called as "Quest Atlantis" has been used, and an educational game about mathematical functions has been developed in parallel to the Quest Atlantis' technical and…
Descriptors: Computer Games, Educational Games, Program Evaluation, Instructional Effectiveness