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Brown, Ryan A.; Antink-Meyer, Allison – Educational Technology, 2017
The maker movement, with its focus on-hands on learning through creating with familiar materials, has seen growth in both formal and informal learning spaces. This article examines three informal learning spaces that have redesigned their space (or a portion of it) to accommodate several tenets of the maker movement and in various ways have become…
Descriptors: Informal Education, Design Preferences, Educational Environment, Museums
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Miller, Faye; Partridge, Helen; Bruce, Christine; Hemmings, Brian – Journal of Further and Higher Education, 2017
This article presents a "knowledge ecosystem" model of how early career academics experience using information to learn while building their social networks for developmental purposes. Developed using grounded theory methodology, the model offers a way of conceptualising how to empower early career academics through (1) agency…
Descriptors: Learning Experience, Informal Education, Career Academies, Models
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MacPhee, Larry – EDUCAUSE Quarterly, 2009
The opportunity to design a learning space does not come along often. Usually, it involves the construction of a new building or the complete remodel of an old one, and both of these require a lot of money. Smaller projects, such as renovation of a single room or a defined space, can be the best way to test ideas and establish a model for…
Descriptors: Educational Facilities Design, Design Preferences, Design Requirements, Interior Design
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Minocha, Shailey; Reeves, Ahmad John – Learning, Media and Technology, 2010
"Second Life" (SL) is a three-dimensional (3D) virtual world, and educational institutions are adopting SL to support their teaching and learning. Although the question of how 3D learning spaces should be designed to support student learning and engagement has been raised among SL educators and designers, there is hardly any guidance or…
Descriptors: Informal Education, Guidance, Space Utilization, Mail Surveys
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Redd, Jennifer; Schmidt-Crawford, Denise – Journal of Open, Flexible and Distance Learning, 2011
This study focused on the potential for building 25 high-school students' word knowledge by using a mobile learning device and gaming app. Using a game as an instructional tool is a portable way for students to engage with content. The amount of vocabulary mastered after using the app on the mobile device was examined in relation to a pre-test and…
Descriptors: High School Students, Vocabulary Development, Courseware, Handheld Devices