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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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Piu, Angela; Fregola, Cesare; Santoro, Anna – European Journal of Science and Mathematics Education, 2016
As indicated in numerous research studies, schoolchildren encounter many difficulties and obstacles in learning the multifaceted concept of the angle. In order to explore the possibility of enhancing schoolchildren's understanding of such a concept, the authors present a study that aims at investigating some structural characteristics of…
Descriptors: Educational Games, Simulated Environment, Elementary School Students, Elementary School Mathematics
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Cochrane, Thomas; Narayan, Vickel; Antonczak, Laurent – Journal of Interactive Learning Research, 2016
Smartphones provide a powerful platform for augmented reality (AR). Using a smartphone's camera together with the built in GPS, compass, gyroscope, and touch screen enables the real world environment to be overlaid with contextual digital information. The creation of mobile AR environments is relatively simple, with the development of mobile AR…
Descriptors: Telecommunications, Handheld Devices, Photography, Geographic Information Systems
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Molka-Danielsen, Judith; Hadjistassou, Stella; Messl-Egghart, Gerhilde – Research-publishing.net, 2016
This research is motivated by the emergence of virtual technologies and their potential as engaging pedagogical tools for facilitating comprehension, interactions and collaborations for learning; and in particular as applied to learning second languages (L2). This paper provides a descriptive analysis of a case study that examines affective…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Simulated Environment
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Loiseau, Mathieu; Hallal, Racha; Ballot, Pauline; Gazidedja, Ada – Research-publishing.net, 2016
In this paper, we present a learning game designed according to a strategy focusing on favouring the learners' "playful attitude". The game's modalities pertain to what we might call "guessing games". The chosen avatar of such guessing games both exists as learning and Commercial Off The Shelf (COTS) board games. We explain in…
Descriptors: Educational Games, Technology Uses in Education, Educational Technology, Second Language Learning
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García, Mercedes Rico; da Silva, Paula Ferreira – Teaching English with Technology, 2018
Living in a global world involves not only mastering languages, but also dealing with different habits and values. It becomes critical with students trained to deal with a multicultural public, such as the group of learners from tourism covered by our research. Our proposal aims to analyze whether the virtual world of Second Life (SL) facilitates…
Descriptors: Hospitality Occupations, Tourism, Undergraduate Students, Foreign Countries
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Kang, Myunghee; Yoon, Seonghye; Kang, Minjeng; Jang, JeeEun; Lee, Yujung – Journal of Educational Multimedia and Hypermedia, 2018
The purpose of this study was to design and develop an educational game which facilitates building adolescents' knowledge and attitudes in financial principles of a daily life. To achieve this purpose, the authors designed a learner-centered big game for financial education by applying an experience-based triple-diamond instructional design model…
Descriptors: Adolescents, Knowledge Level, Student Attitudes, Money Management
Swanson, Kelly Willard – ProQuest LLC, 2018
Traditional teacher education programs focus on pedagogy and, to a lesser extent, assessments of knowledge (Siedlecki, 2012). Pedagogy and assessments should be fundamental components of any secondary teacher's curriculum planning (Knight, Shum, & Littleton, 2014). This study sought to consider the possible effects of three pedagogical…
Descriptors: Testing, Teaching Methods, Direct Instruction, Problem Solving
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Vosburg, Donald – CALICO Journal, 2017
The use of video games as a learning tool, in particular massively multiplayer online games (MMOGs), continues to grow, as does the research in this field of study; research to date has revealed benefits to the language learner as well as hindrances and research gaps (Godwin-Jones, 2014). This study examines participant perspectives on group…
Descriptors: Video Games, Teaching Methods, Educational Technology, Second Language Learning
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Drljevic, Neven; Wong, Lung Hsiang; Boticki, Ivica – IEEE Transactions on Learning Technologies, 2017
The paper provides a high-level review of the current state of techno-pedagogical design in Augmented Reality Learning Experiences (ARLEs). The review is based on a rubric constructed from the Meaningful Learning with ICT framework and the Orchestration Load reduction framework, providing, respectively, a view of primarily student- and primarily…
Descriptors: Simulated Environment, Computer Simulation, Educational Technology, Technology Uses in Education
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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
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Bos, Beth; Wilder, Lucy; Cook, Marcelina; O'Donnell, Ryan – Teaching Children Mathematics, 2014
The Common Core State Standards can be taught with Minecraft, an interactive creative Lego®-like game. Integrating Science, Technology, Engineering, and Mathematics (iSTEM) authors share ideas and activities that stimulate student interest in the integrated fields of science, technology, engineering, and mathematics (STEM) in K-grade 6 classrooms.
Descriptors: Educational Games, Student Interests, Elementary School Mathematics, Simulated Environment
De Paor, Declan; Coba, Filis; Burgin, Stephen – Journal of Geoscience Education, 2016
Google Earth is a powerful instructional resource for geoscience education. We have extended the virtual globe to include all terrestrial planets. Downloadable Keyhole Markup Language (KML) files (Google Earth's scripting language) associated with this paper include lessons about Mercury, Venus, the Moon, and Mars. We created "grand…
Descriptors: Internet, Geology, Science Education, Simulated Environment
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Bajpai, Shrish; Asif, Siddiqui Sajida; Akhtar, Syed Adnan – Comparative Professional Pedagogy, 2016
Out of the four fundamental interactions in nature, electromagnetics is one of them along with gravitation, strong interaction and weak interaction. The field of electromagnetics has made much of the modern age possible. Electromagnets are common in day-to-day appliances and are becoming more conventional as the need for technology increases.…
Descriptors: Foreign Countries, Energy, Magnets, Scientific Concepts
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Park, Jaeuk; Seedhouse, Paul; Seedhouse, Rob; Kiaer, Jieun – Research-publishing.net, 2016
The study draws on the digital technology which allows users to be able to learn both linguistic and non-linguistic skills at the same time. Activity recognition as well as wireless sensor technology, similar to a Nintendo Wii, is embedded or attached to the equipment and ingredients, allowing users to detect and evaluate progress as they carry…
Descriptors: Educational Technology, Technology Uses in Education, Vocabulary Development, Second Language Instruction
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