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Megan Tyson – Issues and Trends in Learning Technologies, 2021
The present study investigated the impact teaching academic vocabulary through an augmented reality (AR) approach had on acquisition and retention as compared to using a more traditional flash card based approach. 29 high school students ranging from 9th to 11th grade followed the pattern of a 10 word vocabulary pre-test, being taught those words…
Descriptors: Vocabulary Development, High School Students, Physical Environment, Simulated Environment
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Cen, Ling; Ruta, Dymitr; Al Qassem, Lamees Mahmoud Mohd Said; Ng, Jason – IEEE Transactions on Learning Technologies, 2020
Technology-enhanced learning has attracted increasing attention of educational community focused on improvement of traditional classroom learning. Augmented immersive reality (AIR) technologies enhance users' perception of reality by augmenting it with computer-generated components such as audio, video, 2/3-D graphics, GPS data, etc. The AIR…
Descriptors: Educational Technology, Multimedia Materials, Virtual Classrooms, Simulated Environment
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Winkelmann, Kurt; Scott, Matthew; Wong, Deborah – Journal of Chemical Education, 2014
A small group of high school students performed a virtual laboratory experiment in Second Life that mimicked a real experiment in both its appearance and procedure. Lab report grades were equivalent to report grades for hands-on experiments, and the quality of students' results was similar. Results of an attitudinal survey show that students…
Descriptors: High School Students, Secondary School Science, Science Instruction, Science Laboratories
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Civelek, Turhan; Ucar, Erdem; Ustunel, Hakan; Aydin, Mehmet Kemal – EURASIA Journal of Mathematics, Science & Technology Education, 2014
The current research aims to explore the effects of a haptic augmented simulation on students' achievement and their attitudes towards Physics in an immersive virtual reality environment (VRE). A quasi-experimental post-test design was employed utilizing experiment and control groups. The participants were 215 students from a K-12 school in…
Descriptors: Physics, Science Achievement, Student Attitudes, Experimental Groups
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Mathews, James M. – English Teaching: Practice and Critique, 2010
The article presents a brief overview of the Neighbourhood Game Design Project, a studio-based curriculum intervention aimed at engaging students in the design of place-based mobile games and interactive stories using geo-locative technologies (for example, GPS enabled cell phones). It describes the three curricular components that defined the…
Descriptors: Curriculum Development, Teaching Methods, Design, Curriculum Implementation