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Romano, Marco; Díaz, Paloma; Aedo, Ignacio – Interactive Learning Environments, 2023
Well-designed educational Augmented Reality (AR) experiences support collaboration, transferability to the real world, situated, and experiential learning. Nevertheless, envisioning engaging yet effective learning and teaching experiences is a challenge. Most teachers are not technologically ready to create AR experiences and rely upon closed…
Descriptors: High School Teachers, Simulated Environment, Computer Simulation, Learning Experience
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Dionafer Bangga-Modesto – Science Education International, 2024
This study aimed to investigate the perception of STEM students (n = 147) on using mobile Augmented Reality (AR) across gender and learning styles in physics online classes. It utilized embedded mixed-method research and purposive sampling. An instrument named Students Perception in Integrating Mobile AR in Physics Class was developed and has…
Descriptors: Student Attitudes, Simulated Environment, Handheld Devices, Computer Simulation
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Ciloglu, Tahsin; Ustun, Ahmet Berk – Journal of Science Education and Technology, 2023
The purpose of this study is to enhance online biology learning with mobile augmented reality (AR) applications and to assess the impact of mobile AR applications on students' motivation, self-efficacy, and attitudes toward biology learning. Students were interviewed, and the usefulness of mobile AR applications was evaluated using a…
Descriptors: High School Students, Secondary School Science, Science Education, Biology
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Galiya K. Beisenbayeva; Akan M. Mubarakov; Zoya T. Seylova; Larissa U. Zhadrayeva; Botagoz N. Artymbayeva – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This paper aims to evaluate the influence of an augmented reality mobile application on improving secondary students' visualization and comprehension of geometric concepts. Background: The study involved developing an AR app named Geometria to enhance geometry education. Methodology: In a specialized boarding school in Kokshetau,…
Descriptors: Foreign Countries, Boarding Schools, Grade 10, High School Students
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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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Gan, Hong Seng; Tee, Nicholas Yee Kwang; Bin Mamtaz, Mohammad Raziun; Xiao, Kevin; Cheong, Brandon Huey-Ping; Liew, Oi Wah; Ng, Tuck Wah – Biochemistry and Molecular Biology Education, 2018
The appreciation and understanding of gas generation through processes is vital in biochemical education. In this work, an augmented reality tool is reported to depict the redox reaction between hydrogen peroxide and sodium hypochlorite solutions, two ubiquitous oxidizing agents, to create oxygen, a combustible gas. As it operates out of…
Descriptors: Science Instruction, Teaching Methods, Simulated Environment, Scientific Concepts
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Kellems, Ryan O.; Grigal, Meg; Unger, Darlene D.; Simmons, Thomas J.; Bauder, Debra; Williams, Caroline – TEACHING Exceptional Children, 2015
Devices like smartphones, tablets, and MP3 players are becoming everyday tools for the majority of the population. Technology can assist students with disabilities in many self-determination activities, such as choice making, decision making, and self-management. In addition, technology tools can support them in a wide range of transition-related…
Descriptors: Technology Uses in Education, Autism, Pervasive Developmental Disorders, Career Development
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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