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Pombo, Lúcia; Marques, Margarida M. – Education Sciences, 2021
Mobile augmented reality games (MARGs) can be leveraged for educational purposes, as there are several examples in the literature revealing their educational value. The supporting technologies for MARGs' implementation in education are increasingly pervasive and popular, so it is time for their adoption in teacher practices. However, the…
Descriptors: Guidelines, Inservice Teacher Education, Teacher Workshops, Elementary School Teachers
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Laranjeiro, Dionísia – Education Sciences, 2021
Recent studies indicate tablets as the preferred devices of preschool children, due to portability, autonomy of use and variety of apps. There is also extensive evidence of the contributions of digital technologies in different areas of learning at these ages. The Aprender XXI project aimed to develop game-based learning apps, with content…
Descriptors: Telecommunications, Handheld Devices, Computer Software, Computer Games
Cross, Deborah Iyron – ProQuest LLC, 2015
Arizona Online Instruction (AOI) provided an instructional alternative to nearly fifty thousand K-12 students in Arizona during the 2012-2013 school year. Growth in online education underscores the importance of evolving the role of the K-12 virtual teacher as the human agent (Turvey, 2008) demonstrating social learning theory (Bandura, 1977) by…
Descriptors: Teacher Collaboration, Communities of Practice, Teaching Experience, Faculty Development
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Warren, Scott J.; Stein, Richard A.; Dondlinger, Mary Jo; Barab, Sasha A. – Journal of Educational Computing Research, 2009
The number of games, simulations, and multi-user virtual environments designed to promote learning, engagement with subject matter, or intended to contextualize learning has been steadily increasing over the past decade. While the use of these digital designs in educational settings has begun to show promise for improving learning, motivation, and…
Descriptors: Instructional Design, Virtual Classrooms, Writing Skills, Educational Games