Publication Date
| In 2026 | 0 |
| Since 2025 | 3 |
| Since 2022 (last 5 years) | 3 |
| Since 2017 (last 10 years) | 8 |
| Since 2007 (last 20 years) | 25 |
Descriptor
Source
Author
Publication Type
Education Level
Audience
| Administrators | 1 |
| Practitioners | 1 |
| Students | 1 |
| Teachers | 1 |
Location
| Finland | 3 |
| United States | 3 |
| Australia | 2 |
| New Zealand | 2 |
| United Kingdom | 2 |
| Asia | 1 |
| Brazil | 1 |
| China | 1 |
| Europe | 1 |
| Illinois | 1 |
| Indonesia | 1 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Finnah Fourqoniah; Muhammad Fikry Aransyah; Lilia Pasca Riani – Electronic Journal of e-Learning, 2025
The rapidly evolving field of digital entrepreneurial education has been significantly shaped by advancements in technologies such as augmented reality (AR), virtual reality (VR), and artificial intelligence (AI). While these technologies have opened new possibilities for entrepreneurial learning, much of the existing research is fragmented,…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Delfi Eliza; Trisna Mulyeni; Yulsyofriend; Nenny Mahyuddin; Yeni Erita; Muhammad Dhanil – Journal of Baltic Science Education, 2025
Improving scientific literacy is crucial for early childhood development, yet limited studies necessitate a thorough analysis to identify effective solutions. This study aims to analyze the implementation of project-based learning in early childhood education to improve scientific literacy. The study followed the identification, screening,…
Descriptors: Scientific Literacy, Early Childhood Education, Active Learning, Student Projects
Lili Yan; Breanne K. Litts; Melissa Tehee; Stuart Baggaley; Jennifer Jenkins – British Journal of Educational Technology, 2025
Although education is framed as a future-oriented enterprise, we often fail to serve the diverse futurities of youth, particularly in formal learning environments. The cultural norms of formal learning environments are rooted in dominant ways of being and knowing and this shapes how learning environments and learning technologies can be designed.…
Descriptors: Student Projects, Cultural Awareness, Multimedia Materials, Design
Alanson, Erik R.; Alanson, Erin M.; Arthur, Brittany; Burdette, Aaron; Cooper, Christopher; Sharp, Michael – International Journal of Work-Integrated Learning, 2020
In response to COVID-19 the Division of Experience-based Learning and Career Education at the University of Cincinnati embraced flexibility and innovation to expand on the existing practice of facilitating cooperative education employment experiences for students to re-envisioned opportunities that considered student wellbeing as the paramount…
Descriptors: COVID-19, Pandemics, Work Experience Programs, Experiential Learning
Seman, Laio Oriel; Hausmann, Romeu; Bezerra, Eduardo Augusto – IEEE Transactions on Education, 2018
Contribution: This paper presents the "PBL classroom model," an agent-based simulation (ABS) that allows testing of several scenarios of a project-based learning (PBL) application by considering different levels of soft-skills, and students' perception of the methodology. Background: While the community has made great advances in…
Descriptors: Active Learning, Student Projects, Vignettes, Classroom Environment
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
Federley, Maija; Sorsa, Timo; Paavilainen, Janne; Boissonnier, Kimo; Seisto, Anu – International Association for Development of the Information Society, 2014
This position paper presents the first results of an on-going project, in which we explore rapid prototyping method to efficiently produce digital learning solutions that are commercially viable. In this first phase, rapid game prototyping and an iterative approach was tested as a quick and efficient way to create learning games and to evaluate…
Descriptors: Models, Telecommunications, Educational Games, Simulated Environment
Takala, Tuukka M.; Malmi, Lauri; Pugliese, Roberto; Takala, Tapio – Informatics in Education, 2016
In this paper we present our experiences of teaching an annually organized virtual reality (VR) capstone course. We review three iterations of the course, during which a total of 45 students completed the course and 16 VR applications were implemented. Our comparative analysis describes the students' evaluation of the course, the applications…
Descriptors: Curriculum, Simulated Environment, Computer Simulation, Educational Technology
Cochrane, Thomas Donald; Cook, Stuart; Aiello, Stephen; Christie, Duncan; Sinfield, David; Steagall, Marcus; Aguayo, Claudio – Australasian Journal of Educational Technology, 2017
This paper proposes a design based research (DBR) framework for designing mobile virtual reality learning environments. The application of the framework is illustrated by two design-based research projects that aim to develop more authentic educational experiences and learner-centred pedagogies in higher education. The projects highlight the first…
Descriptors: Simulated Environment, Telecommunications, Handheld Devices, Educational Technology
Capacho, Jose – Turkish Online Journal of Distance Education, 2016
The main objective of this paper is to show a set of new methodologies applied in the teaching of Computer Science using ICT. The methodologies are framed in the conceptual basis of the following sciences: Psychology, Education and Computer Science. The theoretical framework of the research is supported by Behavioral Theory, Gestalt Theory.…
Descriptors: Teaching Methods, Information Technology, Computer Science Education, Games
Klimanova, Liudmila – ProQuest LLC, 2013
Using a data-driven qualitative approach and drawing from language socialization and communities of practice theories, this dissertation study examines the second language (L2) identity-building strategies of 22 American learners of Russian who engaged in a six-week telecollaborative project with Russian native speakers in two genres of…
Descriptors: Qualitative Research, Second Language Learning, Russian, Computer Mediated Communication
Tafazoli, Dara, Ed.; Gomez Parra, M. Elena, Ed.; Huertas-Abril, Cristina A., Ed. – IGI Global, 2018
The ability to effectively communicate with individuals from different linguistic and cultural backgrounds is an invaluable asset. Learning a second language proves useful as students navigate the culturally diverse world; however, studying a second language can be difficult for learners who are not immersed in the real and natural environment of…
Descriptors: Cultural Differences, Cultural Awareness, Culturally Relevant Education, Educational Technology
Fominykh, Mikhail; Prasolova-Forland, Ekaterina – Interactive Technology and Smart Education, 2012
Purpose: Collaborative virtual environments (CVEs) have become increasingly popular in educational settings and the role of 3D content is becoming more and more important. Still, there are many challenges in this area, such as lack of empirical studies that provide design for educational activities in 3D CVEs and lack of norms of how to support…
Descriptors: Foreign Countries, Constructivism (Learning), Educational Technology, Group Activities
Lu, Lilly – Journal of Technology and Teacher Education, 2011
Three-dimensional (3D) virtual worlds (VW) have great potential for contemporary art education. This article introduces the key characteristics of 3D VWs and reviews the research literature and application of VWs in education and art education. After explaining how 3D VWs provide unique possibilities as a contemporary art medium, learning tool,…
Descriptors: Student Projects, Art Education, Art Teachers, Teacher Education Curriculum
Baudino, Frank, Ed.; Hart, Kathy, Ed.; Johnson, Carolyn, Ed. – Online Submission, 2017
Eighteen scholarly papers and fifteen abstracts comprise the content of the seventeenth annual Brick and Click Libraries Conference, held annually at Northwest Missouri State University in Maryville, Missouri. The proceedings, authored by academic librarians and presented at the symposium, portray the contemporary and future face of librarianship.…
Descriptors: Conference Papers, Electronic Publishing, Archives, Educational Technology
Previous Page | Next Page ยป
Pages: 1 | 2
Peer reviewed
Direct link
