Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 5 |
Descriptor
Children | 5 |
Computer Simulation | 5 |
Technology Integration | 5 |
Foreign Countries | 3 |
Handheld Devices | 3 |
Learner Engagement | 3 |
Outdoor Education | 3 |
Educational Games | 2 |
Elementary Secondary Education | 2 |
Game Based Learning | 2 |
Play | 2 |
More ▼ |
Source
British Journal of… | 1 |
Education Sciences | 1 |
Educational Media and… | 1 |
Instructor | 1 |
Learning, Media and Technology | 1 |
Author
Adams, Caralee | 1 |
Branch, Robert Maribe, Ed. | 1 |
Chen, Yu-Ting | 1 |
Hwang, Gwo-Jen | 1 |
Land, Susan M. | 1 |
Maggiore, Chrystal | 1 |
Marques, Margarida M. | 1 |
Millet, Chris | 1 |
Orey, Michael, Ed. | 1 |
Pombo, Lúcia | 1 |
Yang, Gang | 1 |
More ▼ |
Publication Type
Journal Articles | 4 |
Reports - Research | 3 |
Books | 1 |
Collected Works - General | 1 |
Reference Materials - General | 1 |
Reports - Descriptive | 1 |
Education Level
Elementary Secondary Education | 2 |
Higher Education | 2 |
Postsecondary Education | 2 |
Elementary Education | 1 |
Grade 4 | 1 |
High Schools | 1 |
Intermediate Grades | 1 |
Secondary Education | 1 |
Audience
Teachers | 1 |
Location
Botswana | 1 |
China | 1 |
Pennsylvania | 1 |
Portugal | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Yang, Gang; Chen, Yu-Ting; Zheng, Xiao-Li; Hwang, Gwo-Jen – British Journal of Educational Technology, 2021
Due to the lack of life experience and situational experience, it is difficult to arouse pupils' inner motivation and interest in writing. Therefore, the early stage of Chinese writing may be a challenge for Chinese pupils. In order to solve this problem, a spherical video-based virtual reality (SVVR) experience learning system was developed to…
Descriptors: Computer Simulation, Video Technology, Descriptive Writing, Writing Achievement
Pombo, Lúcia; Marques, Margarida M. – Education Sciences, 2020
New teaching methodologies are nowadays integrating mobile devices, augmented reality (AR), and game-based learning in educational contexts. The combination of these three elements is considered highly innovative, and it allows learning to move beyond traditional classroom environments to nature spaces that students can physically explore. The…
Descriptors: Educational Games, Computer Simulation, Game Based Learning, Handheld Devices
Zimmerman, Heather Toomey; Land, Susan M.; Maggiore, Chrystal; Millet, Chris – Learning, Media and Technology, 2019
Two cases of context-sensitive mobile computing curricula for children are shown to develop analytical understandings of how science-related sense-making talk can be supported through physical and digital environment interaction, which supports play and learning through movement. Our work investigates how proximity-based computing mediates…
Descriptors: Children, Outdoor Education, Handheld Devices, Educational Strategies
Orey, Michael, Ed.; Branch, Robert Maribe, Ed. – Educational Media and Technology Yearbook, 2015
This book is an annual publication entering its 40th year. The series represents current trend and issues in the field of educational communications and technology, journals and other periodicals associated with the field, and the academic programs that prepare instructional technology professionals. This volume features a section on Learning,…
Descriptors: Educational Technology, Technology Uses in Education, Budgeting, Game Based Learning
Adams, Caralee – Instructor, 2011
When kids play video games, they want to perfect their skills, advance to the next level, and become a master. It is the kind of focus that many teachers would love to see in their classrooms. From elementary through high school, computer games are being woven into the curriculum to engage students in new ways. However, many schools lack the…
Descriptors: Expertise, Play, Video Games, Web Sites