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Showing 1 to 15 of 21 results Save | Export
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Seok-Hyun Ga; Hyun-Jung Cha; Hye-Gyoung Yoon – Journal of Science Education and Technology, 2024
As augmented reality (AR) gains prevalence, various AR exhibits are being installed in science museums. However, few research has thus far examined the extent to which these exhibits can improve visitors' learning. This study qualitatively evaluates the effectiveness of an AR dinosaur exhibit at the Gwacheon National Science Museum in Korea and…
Descriptors: Exhibits, Museums, Computer Simulation, Sciences
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Keith Francis Ratumbuisang; Uun Hariyanti; Godham Eko Saputro; Yan Amal Abdilah – Education and Information Technologies, 2024
As technology advances, virtual museums have gained popularity as a new form of learning resources. However, persuading audiences to absorb and comprehend a tremendous volume of information in an unregulated online environment is the challenge. Considering the use of an online application in educational practice, collaborative teamwork can be…
Descriptors: Story Telling, College Students, Student Attitudes, Computer Simulation
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Fatih Kayaalp; Zeynep Basci Namli; Elif Meral – Education and Information Technologies, 2024
This study aims to reveal pre-service teachers' experience in virtual museum design that they can use in social studies teaching, and their opinions on virtual museum applications. In line with this purpose, phenomenology design was used as one of the qualitative research approaches. Selected by the criterion sampling method, the study sample…
Descriptors: Preservice Teachers, Social Studies, Teacher Education Programs, Museums
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Hemraj Ramsurrun; Roushdat Elaheebocus; Aatish Chiniah – Journal of Science Education and Technology, 2024
Informal science activities occurring at various non-traditional learning sites present a pivotal model for involving youths in the science learning process. The dynamic landscape of emerging technologies has prompted the exploration of innovative methodologies to bolster and refine informal science education. However, the expanse of this field…
Descriptors: Educational Technology, Technology Uses in Education, Learning, Extracurricular Activities
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Yizhen Wang – Innovation in Language Learning and Teaching, 2025
Purpose: This study investigated the effects of an AR application (Civilisations AR) on EFL learners' oral proficiency in the dimensions of content, fluency, vocabulary, pronunciation, and grammar, as well as their attitudes and perceptions toward AR technology. Design: Utilizing a quasi-experiment, twenty-four EFL learners engaged in a…
Descriptors: Computer Simulation, Technology Uses in Education, English (Second Language), Second Language Learning
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Kafadar, Tugba – International Online Journal of Education and Teaching, 2022
This study aims to determine the perceptions of pre-service social studies teachers about aesthetic values after visiting a virtual museum. The research was planned according to phenomenology, one of the qualitative research designs. The data of the research was collected through interviews. The descriptive analysis technique was used to analyze…
Descriptors: Museums, Social Studies, Preservice Teachers, Student Attitudes
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Lee, Sungeun; Choi, Bokgiu; Maia, Camilla Cavalcante; Park, Jaewan; Youm, Sang Hoon; Lee, Sangwon – International Journal of Technology and Design Education, 2022
With the growing complexity of design technology and the emergence of intelligent design assistance, architectural studio classes are facing a new pedagogical paradigm. The digital literacy of younger generations and availability of scientific simulation have the potential to transform the traditional master-apprentice model. In our experiment, we…
Descriptors: Teaching Methods, Design, Architectural Education, Technological Literacy
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Tatli, Zeynep; Altinisik, Derya; Sen, Hasan; Çakiroglu, Ünal – International Journal of Virtual and Personal Learning Environments, 2021
The aim of study is to compare the contributions of virtual and real museum tours in terms of perceived presence and knowledge retention. The sample of study which was 28 third graders enrolled in a public primary school in an informal instructional process. There were two groups (virtual group and real group); one visited virtual museum (n=14),…
Descriptors: Learning Processes, Computer Simulation, Retention (Psychology), Grade 3
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Elizabeth Enkin; Olha Tytarenko; Eric Kirschling – CALICO Journal, 2021
This article discusses the development of an immersive virtual reality (VR)-infused Makerspace for experiential learning. Students in an advanced-level Russian course used a Makerspace to complete a three-part project aimed at language and cultural learning through art and presentational speaking. Participants completed a survey about their…
Descriptors: Cultural Education, Russian, Computer Simulation, Active Learning
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Harron, Jason R.; Petrosino, Anthony J.; Jenevein, Sarah – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2019
Positioned in the context of experiential learning, this paper reports findings of a virtual reality field trip (VRFT) in conjunction with an in-person field trip involving preservice teachers in an elementary science methods course to a local natural history museum. Findings included that virtual reality (VR) is best used after a field trip to…
Descriptors: Computer Simulation, Museums, Field Trips, Preservice Teachers
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Fitzsimons, Sabrina; Farren, Margaret – International Journal for Transformative Research, 2016
In its broadest and historical sense, place-based education refers to education that occurs outside of the physical boundaries of a school building (Dewey 1910; Sobel 1996; Theobald 1997; Woodhouse and Knapp 2000). Place-based education, colloquially referred to as the "field trip", is predominantly considered a pedagogic tool of the…
Descriptors: Place Based Education, Museums, Field Trips, Teacher Education Programs
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Barany, Amanda; Shah, Mamta; Cellitti, Jessica; Duka, Migela; Swiecki, Zachari; Evenstone, Amanda; Kinley, Hannah; Quigley, Peter; Shaffer, David Williamson; Foster, Aroutis – International Association for Development of the Information Society, 2017
Few digital tools are designed to support identity exploration around careers in science, technology, engineering, and mathematics (STEM) that may help close existing representation gaps in STEM fields. The aim of this project is to inform the design of games that facilitate learning as identity change as defined by the Projective Reflection…
Descriptors: Science Careers, Environmental Education, Urban Planning, Design
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Beck, Dennis; Warren, Scott Joseph; Kraybill, Anne – AERA Online Paper Repository, 2016
As school funding in the U.S. continues to drop or stagnate, arts education programs have suffered, particularly in poor districts. One approach to overcoming this problem has been for non-profit organizations to develop innovative curricula with technology components that allow students to learn about art without having to leave the classroom. In…
Descriptors: Art Education, Nonprofit Organizations, Curriculum Development, Museums
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D' Alba, Adriana; Jones, Greg; Wright, Robert – Journal of Educational Multimedia and Hypermedia, 2015
This paper discusses a study conducted in the fall of 2011 and the spring of 2012 which explored the use of existing 3D virtual environment technologies by bringing a selected permanent museum exhibit displayed at a museum located in central Mexico into an online 3Dimensional experience. Using mixed methods, the research study analyzed knowledge…
Descriptors: Comparative Analysis, Museums, Computer Simulation, Simulated Environment
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Yoon, Susan A.; Wang, Joyce – TechTrends: Linking Research and Practice to Improve Learning, 2014
Despite the potential of augmented reality (AR) in enabling students to construct new understanding, little is known about how the processes and interactions with the multimedia lead to increased learning. This study seeks to explore the affordances of an AR tool on learning that is focused on the science concept of magnets and magnetic fields.…
Descriptors: Simulated Environment, Computer Simulation, Interaction, Multimedia Instruction
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