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Showing 1 to 15 of 37 results Save | Export
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Priyan L. Jayamaha – International Journal of Technology in Education and Science, 2024
This study investigates the challenges of teaching history to primary school students and the endeavour to develop a board game, supported by educational apps and augmented reality, to enhance the learning experience. The initiative is in response to the New Zealand Ministry of Education's mandate that New Zealand's history must be taught in all…
Descriptors: Elementary School Students, Foreign Countries, Games, Class Activities
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Wang, Yi Hsuan – Educational Technology & Society, 2020
The study integrated learning technology and various e-learning materials to assist teachers in conducting project-based learning for a science course. The activities were designed for learning science concepts such as circuits and the symbols of electricity firstly, and then for applying the concepts to produce a scientific toy. The study…
Descriptors: Games, Books, Electronic Publishing, Computer Simulation
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Gustave Weltsek – International Journal of Designs for Learning, 2021
Z402 Youth Theatre Tour was designed from a critical performative pedagogical positioning (Weltsek, 2019). Here learning emerges from how individuals and communities perform their emergent identities as they cross literal and metaphorical socio-cultural borders. Z402 resulted in a 100% student created new play, parallel workshop, and study guide.…
Descriptors: Pandemics, COVID-19, Theater Arts, Self Concept
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Oner, Diler – Australasian Journal of Educational Technology, 2020
This study examines the use of a virtual internship (an epistemic game) for developing preservice teachers' technological pedagogical content knowledge (TPACK). TPACK aims to capture the essential qualities of teacher knowledge that are needed for integrating technology into teaching. Virtual internships are computer-based professional practicum…
Descriptors: Computer Simulation, Pedagogical Content Knowledge, Technological Literacy, Technology Integration
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Castañeda, Maira Alejandra; Guerra, Ananda Maye; Ferro, Roberto – Interactive Technology and Smart Education, 2018
Purpose: This paper aims to show that the use of technological tools such as augmented reality (AR) and its integration in the education system through gamification offers better learning results when compared with traditional education. Design/methodology/approach: Through the implementation of the Leap Motion Controller in English classes of the…
Descriptors: Foreign Countries, Games, Technology Integration, Computer Simulation
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Barneva, Reneta P.; Kanev, Kamen; Kapralos, Bill; Jenkin, Michael; Brimkov, Boris – Journal of Educational Technology Systems, 2017
We place collaborative student engagement in a nontraditional perspective by considering a novel, more interactive educational environment and explaining how to employ it to enhance student learning. To this end, we explore modern technological classroom enhancements as well as novel pedagogical techniques which facilitate collaborative learning.…
Descriptors: Teaching Methods, Learner Engagement, Cooperative Learning, Technology Uses in Education
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Bicen, Huseyin; Bal, Erkan – World Journal on Educational Technology: Current Issues, 2016
The rapid development of the new technology has changed classroom teaching methods and tools in a positive way. This study investigated the classroom learning with augmented reality and the impact of student opinions. 97 volunteer undergraduate students took part in this study. Results included data in the form of frequencies, percentages and…
Descriptors: Student Attitudes, Opinions, Simulated Environment, Computer Simulation
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Dunleavy, Matt – TechTrends: Linking Research and Practice to Improve Learning, 2014
Augmented reality is an emerging technology that utilizes mobile, context-aware devices (e.g., smartphones, tablets) that enable participants to interact with digital information embedded within the physical environment. This overview of design principles focuses on specific strategies that instructional designers can use to develop AR learning…
Descriptors: Instructional Design, Computer Simulation, Simulated Environment, Telecommunications
Hudson, Matthew – Online Submission, 2016
Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a "clan" or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes…
Descriptors: Ethnography, Well Being, Social Influences, Self Esteem
Yildirim, Gürkan – Online Submission, 2017
Today, it is seen that developing technologies are tried to be used continuously in the learning environments. These technologies have rapidly been diversifying and changing. Recently, virtual reality technology has become one of the technologies that experts have often been dwelling on. The present research tries to determine users' opinions and…
Descriptors: Instructional Materials, Educational Technology, Technology Uses in Education, Simulated Environment
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Clement, Benjamin; Roy, Didier; Oudeyer, Pierre-Yves; Lopes, Manuel – Journal of Educational Data Mining, 2015
We present an approach to Intelligent Tutoring Systems which adaptively personalizes sequences of learning activities to maximize skills acquired by students, taking into account the limited time and motivational resources. At a given point in time, the system proposes to the students the activity which makes them progress faster. We introduce two…
Descriptors: Learning Activities, Intelligent Tutoring Systems, Models, Teaching Methods
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Adams, Deanne M.; Pilegard, Celeste; Mayer, Richard E. – Journal of Educational Computing Research, 2016
Learning physics often requires overcoming common misconceptions based on naïve interpretations of observations in the everyday world. One proposed way to help learners build appropriate physics intuitions is to expose them to computer simulations in which motion is based on Newtonian principles. In addition, playing video games that require…
Descriptors: Video Games, Teaching Methods, Technology Uses in Education, Simulated Environment
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Han, Hsiao-Cheng – Studies in Art Education: A Journal of Issues and Research in Art Education, 2015
This research is an empirical study using gamified pedagogy in a 3-D animation course in a Visual Communication Design Department. By conducting this research, I hope to increase student interest in learning 3-D animation and to decrease student fears of learning professional 3-D software. Through this research, I have developed a theory of…
Descriptors: Studio Art, Games, Teaching Methods, Animation
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Savin-Baden, Maggi – London Review of Education, 2013
This paper will present a study that explored the perceived impact of spatial practice in "Second Life" (SL) on teaching and learning from the point of view of participants in higher education (lecturers, developers and researchers). Narrative inquiry was used to access stories and experiences of space and spatial practice from staff…
Descriptors: Program Effectiveness, Teacher Attitudes, Cues, Information Technology
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Savard, Annie; Freiman, Viktor; Theis, Laurent; Larose, Fançois – McGill Journal of Education, 2013
Mathematics teachers, researchers and specialists in educational technology from Quebec, Canada developed virtual tools that make interactive simulations of games of chance. These tools were presented to a group of teachers from New Brunswick through workshops and they then got to test and validate them with their students. Semi-structured…
Descriptors: Foreign Countries, Middle School Teachers, Educational Technology, Technology Uses in Education
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