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Cindioglu, Hasane Ceren; Gursel Dino, Ipek; Surer, Elif – International Journal of Technology and Design Education, 2022
Immersive Virtual Environments (IVEs), particularly Mixed-Reality (MR) technologies, continue to have an increasing impact on design processes and design education. This study focuses on MR's potentials in Basic Design (BD) education and its influence on novice designers' design thinking abilities. In this study, through a newly developed MR-based…
Descriptors: Computer Simulation, Simulated Environment, Design, Thinking Skills
Delgado-Rodríguez, Santiago; Carrascal Domínguez, Silvia; Garcia-Fandino, Rebeca – Journal of New Approaches in Educational Research, 2023
The main objective of this study is the design and validation of an educational methodological model based on the use of immersive technological resources (Augmented Reality -- AR) to improve learning processes in secondary education science subjects (Biology and Geology). The process was developed based on three main quantitative studies: an…
Descriptors: Simulated Environment, Educational Technology, STEM Education, Art Education
Aguayo, Claudio; Cochrane, Thomas; Narayan, Vickel – Australasian Journal of Educational Technology, 2017
This paper summarises the findings from a literature review in mobile learning, developed as part of a 2-year six-institution project in New Zealand. Through the development of a key themes codebook, we address selected key themes with respect to their relevance to learner-generated learning through emerging technologies, with attention to mobile…
Descriptors: Foreign Countries, Literature Reviews, Telecommunications, Educational Technology
Lau, Kung Wong; Kan, Chi Wai; Lee, Pui Yuen – International Journal of Information and Learning Technology, 2017
Purpose: The purpose of this paper is to discuss the use of stereoscopic virtual technology in textile and fashion studies in particular to the area of chemical experiment. The development of a designed virtual platform, called Stereoscopic Chemical Laboratory (SCL), is introduced. Design/methodology/approach: To implement the suggested…
Descriptors: Educational Technology, Technology Uses in Education, Chemistry, Simulated Environment
Montoya, Mauricio Hincapié; Díaz, Christian Andrés; Moreno, Gustavo Adolfo – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Nowadays, the use of technology to improve teaching and learning experiences in the classroom has been promoted. One of these technologies is augmented reality, which allows overlaying layers of virtual information on real scene with the aim of increasing the perception that user has of reality. Augmented reality has proved to offer several…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Course Content
Chacón, Jesús; Vargas, Hector; Farias, Gonzalo; Sanchez, José; Dormido, Sebastián – IEEE Transactions on Learning Technologies, 2015
Designing and developing web-enabled remote laboratories for pedagogical purposes is not an easy task. Often, developers (generally, educators who know the subjects they teach but lack of the technical and programming skills required to build Internet-based educational applications) end up discarding the idea of exploring these new teaching and…
Descriptors: Laboratories, Simulated Environment, Computer Simulation, Teaching Methods
Sclater, Madeleine; Lally, Vic – Research in Comparative and International Education, 2018
The main focus of this article is our project of reimagining higher education for ourselves and our students using the central theme of technology-enhanced learning (TEL), which is inextricably linked to education in the present and in the future in many contexts. We argue that interdisciplinarity and interdisciplinary working are central and…
Descriptors: Interdisciplinary Approach, Educational Technology, Technology Uses in Education, Art Education
Bower, Matt; Howe, Cathie; McCredie, Nerida; Robinson, Austin; Grover, David – Educational Media International, 2014
Augmented Reality is poised to profoundly transform Education as we know it. The capacity to overlay rich media onto the real world for viewing through web-enabled devices such as phones and tablet devices means that information can be made available to students at the exact time and place of need. This has the potential to reduce cognitive…
Descriptors: Educational Technology, Technology Uses in Education, Case Studies, Student Attitudes
Schmitz, Birgit; Klemke, Roland; Specht, Marcus – International Journal of Mobile and Blended Learning, 2013
Mobile and in particular pervasive games are a strong component of future scenarios for teaching and learning. Based on results from a previous review of practical papers, this work explores the educational potential of pervasive games for learning by analysing underlying game mechanisms. In order to determine and classify cognitive and affective…
Descriptors: Blended Learning, Educational Technology, Technology Uses in Education, Telecommunications
Liu, Chang; Zhong, Ying – International Journal of Virtual and Personal Learning Environments, 2014
Multi-level adaptation in end-user development (EUD) is an effective way to enable non-technical end users such as educators to gradually introduce more functionality with increasing complexity to 3D virtual learning environments developed by themselves using EUD approaches. Parameterization, integration, and extension are three levels of…
Descriptors: Chemistry, Science Instruction, Educational Technology, Technology Uses in Education
Cochrane, Thomas Donald; Cook, Stuart; Aiello, Stephen; Christie, Duncan; Sinfield, David; Steagall, Marcus; Aguayo, Claudio – Australasian Journal of Educational Technology, 2017
This paper proposes a design based research (DBR) framework for designing mobile virtual reality learning environments. The application of the framework is illustrated by two design-based research projects that aim to develop more authentic educational experiences and learner-centred pedagogies in higher education. The projects highlight the first…
Descriptors: Simulated Environment, Telecommunications, Handheld Devices, Educational Technology
Wu, Pai-Hsing; Wu, Hsin-Kai; Kuo, Che-Yu; Hsu, Ying-Shao – Interactive Learning Environments, 2015
Computer-based learning tools include design features to enhance learning but learners may not always perceive the existence of these features and use them in desirable ways. There might be a gap between what the tool features are designed to offer (intended affordance) and what they are actually used (actual affordance). This study thus aims at…
Descriptors: Science Instruction, Computer Uses in Education, Educational Technology, High School Students
Papachristos, Nikiforos M.; Vrellis, Ioannis; Natsis, Antonis; Mikropoulos, Tassos A. – British Journal of Educational Technology, 2014
This paper presents empirical results from an exploratory study conducted in an authentic educational situation with preservice education students enrolled in an undergraduate course, which was partially taught in Second Life. The study investigated the effect of environment design on presence, learning outcomes and the overall experience of the…
Descriptors: Preservice Teachers, Undergraduate Study, Environmental Influences, Design
Bidarra, José; Rothschild, Meagan; Squire, Kurt; Figueiredo, Mauro – International Journal of Web-Based Learning and Teaching Technologies, 2013
Smartphones and other mobile devices like the iPhone, Android, Kindle Fire, and iPad have boosted educators' interest in using mobile media for education. Applications from games to augmented reality are thriving in research settings, and in some cases schools and universities, but relatively little is known about how such devices may be used for…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Educational Technology
Melero, Javier; Hernandez-Leo, Davinia – Educational Technology & Society, 2014
Multiple evidences in the Technology-Enhanced Learning domain indicate that Game-Based Learning can lead to positive effects in students' performance and motivation. Educational games can be completely virtual or can combine the use of physical objects or spaces in the real world. However, the potential effectiveness of these approaches…
Descriptors: Educational Technology, Educational Games, Puzzles, Teaching Methods
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