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Zhang, Xijuan; Wang, Xiaoyan; Lu, Jinyan – International Journal of Web-Based Learning and Teaching Technologies, 2023
Today's mature virtual simulation technology should be effectively combined with college education to give full play to better educational advantages. The history teaching supported by modern information technology paves the way for the rational distribution of educational resources and the movement of centralized users to fragmented learning…
Descriptors: History Instruction, College Instruction, Teaching Methods, Computer Simulation
Ünal Çakiroglu; Merve Aydin; Yasemin Köroglu; Merve Ayvaz Kina – Interactive Learning Environments, 2024
This study examines the effectiveness of using augmented reality (AR) in gaining historical empathy skills. AR cards were used in different periods of the history lesson. A mixed design method including pre-test and post-test is used to A mixed methods research design with pre-test and post-test is used to determine the developments in empathy…
Descriptors: Computer Simulation, Empathy, Teaching Methods, Technology Uses in Education
Valentina Nachtigall; Selina Yek; Nikol Rummel – Journal of Computer Assisted Learning, 2024
Background: With the increasing availability of immersive technologies such as 360° videos for educational purposes, research needs to shift from media comparison studies to value-added studies in order to identify conditions for effective learning with such technologies. For the educational use of history-related virtual reality media, which are…
Descriptors: Computer Simulation, Video Technology, Technology Uses in Education, Educational Technology
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
Kamil Bartu Feridun; Ümmü Bayraktar – Turkish Online Journal of Educational Technology - TOJET, 2024
In today's world, technology plays a significant role in shaping our daily interactions and how we connect with the world. The rapid advancements in technology have influenced many sectors, particularly education, where integrating technology is now seen as essential rather than just a luxury. As a result, the education field has adapted over time…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Teaching Methods
Villena Taranilla, Rafael; Cózar-Gutiérrez, Ramón; González-Calero, José Antonio; López Cirugeda, Isabel – Interactive Learning Environments, 2022
Virtual Reality is an emerging educational technology due to its potential immersive, interactive and imaginative characteristics supporting pupils in the learning process towards meaningful learning. Furthermore, the current teaching of history is generally too traditional, making the subject being perceived as pointless and boring by students.…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, History Instruction
De Simone, Giuseppe Cosimo – International Association for Development of the Information Society, 2018
This paper outlines a proposal to use smartphones and counterfactual reasoning to overcome rote and passive learning. Some historians and history teachers have highlighted the usefulness of counterfactual reasoning for a deeper understanding of the past. In a classroom history simulation, it is proposed here that counterfactuals can be developed…
Descriptors: Telecommunications, Handheld Devices, Teaching Methods, Logical Thinking
Modding Europa Universalis IV: An Informal Gaming Practice Transposed into a Formal Learning Setting
Loban, Rhett – E-Learning and Digital Media, 2021
This article explores the use of modding as a formal tool for learning history. The article examines data from a formal analysis of Europa Universalis IV (EUIV), a survey of 331 EUIV forum participants and a case study of 18 university participants. Significant quantitative survey data indicated that 45% (149/331) of participants had modified…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, College Students
Lee, JiHye; Lee, Hyun-Kyung; Jeong, Dabin; Lee, JiEun; Kim, TaeRyun; Lee, JiHyon – International Journal of Art & Design Education, 2021
Traditional museums of culture and history are failing to develop or make effective use of augmented reality (AR) technology. To address this deficit, the present study sought to develop online and offline experiential AR learning tools that would enable children to more fully explore museum artefacts. The study approach was based on the Blended…
Descriptors: Museums, Cultural Education, Computer Simulation, History Instruction
Riner, Ashley; Hur, Jung Won; Kohlmeier, Jada – Journal of Educational Technology Systems, 2022
While virtual reality (VR) technology can provide students with first-hand and situational learning experiences, limited studies have integrated VR in a K-12 classroom, resulting in the lack of understanding of the benefits and challenges of VR use in classroom settings. To examine the impact of VR on student learning, this study employed a…
Descriptors: Computer Simulation, Technology Integration, Social Studies, Grade 9
Lim, Kenneth Y. T.; Lim, Ryan – British Journal of Educational Technology, 2020
This study describes an approach to history education which leverages augmented reality (AR). Currently, most learning interventions with AR are designed from the paradigm of an expert-led model of teaching, where the AR artefact is created by a domain expert; under such a paradigm, the learner has limited ownership of the process of artefact…
Descriptors: Semiotics, Foreign Countries, Intervention, Computer Simulation
Egea-Vivancos, Alejandro; Arias-Ferrer, Laura – E-Learning and Digital Media, 2021
The extension of technology in current society has encouraged teachers to introduce products based on VR and IVR in their classrooms, especially video games. In this paper the specific role of video games in cultural heritage and history teaching is analyzed. Moreover, the results of recent research on the application of video games in Secondary…
Descriptors: History Instruction, Instructional Design, Educational Games, Video Games
El Bedewy, Shereen; Lavicza, Zsolt; Haas, Ben; Lieban, Diego – Education Sciences, 2022
In this paper we propose STEAM practices that would foster mathematics learning through modelling architecture while connecting to culture and history. The architectural modelling process is applied by the teachers as participants of these practices from different countries allowing a broad cultural and historical connection to mathematics…
Descriptors: STEM Education, Architectural Education, Foreign Countries, History Instruction
Garcia, Manuel B. – International Journal of Learning Technology, 2020
History education ordinarily faces a relativist slant, if not by the monotonous nature of the course. Hence, educators are continuously in pursuit for a better teaching strategy to keep the class interesting. The main goal of this study was to 'bring history to life' through a mobile application powered by augmented reality that can provide an…
Descriptors: Computer Simulation, Teaching Methods, Foreign Policy, History Instruction
Kenna, Joshua L.; Potter, Sarah – Social Studies, 2018
Due to the changing landscape of K-12 education in the United States, particularly issues arising from funding, safety, accessibility, and standardization, the frequency at which teachers utilize traditional field trips has diminished over the last few decades. Thanks to continued advances in communicative technology, however, teachers are able to…
Descriptors: Social Studies, Elementary Secondary Education, Field Trips, Computer Simulation