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Bressler, Denise M.; Shane Tutwiler, M.; Bodzin, Alec M. – Educational Technology Research and Development, 2021
We report on a design-based research study that was conducted over three iterations. It chronicles the design, development, and implementation of School Scene Investigators, a forensic science game series for middle school students that utilizes mobile augmented reality. Played on mobile devices while exploring the school environment, School Scene…
Descriptors: Science Interests, Student Interests, Science Education, Educational Games
Finney, Sara – L2 Journal, 2019
Recent scholarship has highlighted the importance of increasing the intellectual viability of lower-level foreign language (FL) study while facilitating connections between academic practice, learners' lives, and global communities. This article reports on a content-based role-immersion simulation (RIS) designed to incite a critical orientation…
Descriptors: Second Language Learning, Second Language Instruction, Curriculum Design, Intellectual Development
Bassford, Marie L.; Crisp, Annette; O'Sullivan, Angela; Bacon, Joanne; Fowler, Mark – Research in Learning Technology, 2016
Interactive experiences are rapidly becoming popular via the surge of "escape rooms"; part game and part theatre, the "escape" experience is exploding globally, having gone from zero offered at the outset of 2010 to at least 2800 different experiences available worldwide today. CrashEd is an interactive learning experience that…
Descriptors: Learning Experience, STEM Education, Crime, Interaction
Osborne, John M.; Bombaro, Christine – History Teacher, 2010
The "fingerpost" is that ubiquitous hand with one extended finger long seen in public places, accompanied by directions such as "to the ladies' toilets" or "exit this way." More recently, that same finger has been widely adopted in electronic media, for the purpose of leading people simply and intuitively to a…
Descriptors: Semiotics, College Freshmen, First Year Seminars, Communication (Thought Transfer)
Choi, Hyun-Jung; Ahn, Jung Hoon; Ko, Minsu – Journal of Biological Education, 2008
This paper describes a forensic science simulation programme applicable for use in colleges. Students were asked to find a putative suspect by DNA fingerprinting using a simple protocol developed in this study. DNA samples were obtained from a hair root and a drop of blood, common sources of DNA in forensic science. The DNA fingerprinting protocol…
Descriptors: Problem Solving, Genetics, Biotechnology, Crime
Vetter, Donald P.; And Others – 1978
This unit on juvenile justice is the last of five units in a ninth grade social studies course. (The course is described in SO 010 891). There are four objectives: (1) given data on juvenile crime, the student will analyze it and hypothesize reasons why the crimes are committed; (2) presented with a variety of law enforcement situations, the…
Descriptors: Communication Skills, Correctional Institutions, Courts, Crime