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Chih-Hung Chen; Jia-Yu Syu – British Journal of Educational Technology, 2024
Virtual contexts play a crucial role in assisting students' learning. Researchers have taken advantage of the potential of immersive virtual reality (VR) for situating students in inaccessible places, and for engaging them in learning activities. Meanwhile, several previous studies have reported that, in VR-based learning contexts, students'…
Descriptors: Computer Simulation, Educational Technology, Student Attitudes, Game Based Learning
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Christie, Simon – set: Research Information for Teachers, 2018
This article reflects on a school's approach to gamifying the Royal Society Te Aparangi's First CREST Award. The article explains how CREST was reconceived as a quest using elements of live action role playing (LARP) and gamification, and the tools that were used to do this. It describes how progress was measured using a points system and the…
Descriptors: Foreign Countries, Teaching Methods, Play, Role Playing
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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
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Bagdonas, Alexandre; Silva, Cibelle Celestino – Science & Education, 2015
Educators advocate that science education can help the development of more responsible worldviews when students learn not only scientific concepts, but also about science, or "nature of science". Cosmology can help the formation of worldviews because this topic is embedded in socio-cultural and religious issues. Indeed, during the Cold…
Descriptors: Science Instruction, Scientific Principles, Religion, Science Education
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Magnussen, Rikke – International Journal of Virtual and Personal Learning Environments, 2011
This paper examines the methodological challenges and perspectives of designing game-like scenarios for the implementation of innovation processes in school science education. This paper presents a design-based research study of a game-like innovation scenario designed for technology education for Danish public school students aged 13-15. Students…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Design
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Klopfer, Eric; Sheldon, Josh – New Directions for Youth Development, 2010
Augmented Reality (AR) simulations superimpose a virtual overlay of data and interactions onto a real-world context. The simulation engine at the heart of this technology is built to afford elements of game play that support explorations and learning in students' natural context--their own community and surroundings. In one of the more recent…
Descriptors: Computer Simulation, Games, Computer Software, Role Playing
Ioannidou, Andri; Repenning, Alexander – Online Submission, 2010
The comprehension of interdependent complex systems, which is part of state and national standards, is an enormous challenge for learners. In traditional physiology teaching materials, which structure the human body into decoupled subsystems (e.g., respiratory and cardiovascular) isolated in separate chapters, there is a ubiquitous absence of…
Descriptors: Physiology, Human Body, Science Instruction, Science Education
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Bhavana, A. R. – Journal on School Educational Technology, 2009
Proficiency in English is a prerequisite for students to bag a place in the on/off campus interviews. Irrespective of the profession, vocation and background the students have to hone their LSRW skills in English. Selection procedures like group discussion and video conferencing are hurdles to students who lack language proficiency in English. All…
Descriptors: Language Proficiency, English (Second Language), Second Language Learning, Interviews