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Iqbal A. Rizki; Nadi Suprapto; Hanandita V. Saphira; Yusril Alfarizy; Riski Ramadani; Aulia Dwi Saputri; Dewi Suryani – Journal of Pedagogical Research, 2024
Low levels of critical thinking skills and learning motivation, particularly in physics learning, pose significant challenges that must be promptly addressed to ensure students' future success. To tackle this issue, the present study endeavors to develop a Cooperative Model, Digital Game, and Augmented Reality (CAP)-based learning, which is both…
Descriptors: Foreign Countries, High School Students, Physics, Game Based Learning
Bressler, Denise M.; Shane Tutwiler, M.; Bodzin, Alec M. – Educational Technology Research and Development, 2021
We report on a design-based research study that was conducted over three iterations. It chronicles the design, development, and implementation of School Scene Investigators, a forensic science game series for middle school students that utilizes mobile augmented reality. Played on mobile devices while exploring the school environment, School Scene…
Descriptors: Science Interests, Student Interests, Science Education, Educational Games
Zhang, Lechen; Nouri, Jalal – International Association for Development of the Information Society, 2018
Due to the increased popularity of tablets in schools, this systematic review examines the literature on tablet-mediated learning attempting to identify how tablets support the emergence of new teaching and learning practices as well as the transformation of existing ones in primary and secondary schools. 39 studies were selected using predefined…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
Saucerman, Jenny; Ruis, A. R.; Shaffer, David Williamson – Journal of Learning Analytics, 2017
Learning to solve "complex problems"--problems whose solutions require the application of more than basic facts and skills--is critical to meaningful participation in the economic, social, and cultural life of the digital age. In this paper, we use a theoretical understanding of how professionals use reflection-in-action to solve complex…
Descriptors: Reflection, Problem Solving, Automation, Skill Development
Macauda, Anita – Research on Education and Media, 2018
This contribution presents the results of research on teaching practices supported by augmented reality conducted in school contexts in the three-year period 2015-2017. With reference to the objectives of the National Plan for Digital Education relating to the realisation of innovative learning pathways to promote critical thinking, reflection and…
Descriptors: Computer Simulation, Simulated Environment, Teaching Methods, Educational Technology
Gambari, Amosa Isiaka; Kawu, Halima; Falode, Oluwole Caleb – Contemporary Educational Technology, 2018
The study investigated the impact of virtual laboratory on the achievements of secondary school chemistry students in homogeneous and heterogeneous collaborative settings in Minna, Niger state, Nigeria. Three hypotheses were formulated, analyzed and tested at 0.05 alpha level. Stratified sampling technique was used to select 60 Senior Secondary…
Descriptors: Foreign Countries, Science Instruction, Chemistry, Academic Achievement
Fukawa-Connelly, Tim; Silverman, Jason – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2015
This paper explores student interactions from the Virtual Math Teams-With-GeoGebra Project, a computer-supported collaborative learning environment that allows individuals to interact, collaborate, and discuss user-created dynamic mathematics objects. Previous studies of virtual math teams have focused on the coconstruction of a joint problem…
Descriptors: Mathematics Skills, Mathematical Logic, Persuasive Discourse, Asynchronous Communication
Méndez, Laura; García-Pernía, María Ruth; Cortés, Sara – Journal of New Approaches in Educational Research, 2014
This study attempts to show how the creation of an innovative scenario, introducing video games and online communities as educational resources in the classroom, facilitates the development of new literacies in the context of participatory culture. The experience described was carried out during the 2010-2011 academic year in a secondary school…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Secondary School Students
Pellas, Nikolaos; Peroutseas, Efstratios – Journal of Educational Computing Research, 2016
While pedagogical and technological affordances of three-dimensional (3D) multiuser virtual worlds in various educational disciplines are largely well-known, a study about their effect on high school students' engagement in introductory programming courses is still lacking. This case study presents students' opinions about their participation in a…
Descriptors: High School Students, Educational Games, Computer Simulation, Simulated Environment
Ioannidou, Andri; Repenning, Alexander – Online Submission, 2010
The comprehension of interdependent complex systems, which is part of state and national standards, is an enormous challenge for learners. In traditional physiology teaching materials, which structure the human body into decoupled subsystems (e.g., respiratory and cardiovascular) isolated in separate chapters, there is a ubiquitous absence of…
Descriptors: Physiology, Human Body, Science Instruction, Science Education
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
Birchfield, David; Megowan-Romanowicz, Colleen – International Journal of Computer-Supported Collaborative Learning, 2009
Conversational technologies such as email, chat rooms, and blogs have made the transition from novel communication technologies to powerful tools for learning. Currently virtual worlds are undergoing the same transition. We argue that the next wave of innovation is at the level of the computer interface, and that mixed-reality environments offer…
Descriptors: Elementary Secondary Education, Achievement Gains, Student Participation, Earth Science
Ares, Nancy – International Journal of Computer-Supported Collaborative Learning, 2008
This paper presents results of a case study conducted in secondary mathematics classrooms using a new generation of networked classroom technology (Participatory Simulations). Potential for drawing on youths' cultural practices in networked learning environments is explored in terms of opportunities for traditionally underserved students to…
Descriptors: Educational Technology, Mathematics Instruction, Computer Networks, Case Studies
Sánchez, Inmaculada Arnedillo, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2014
These proceedings contain the papers of the 10th International Conference on Mobile Learning 2014, which was organised by the International Association for Development of the Information Society, in Madrid, Spain, February 28-March 2, 2014. The Mobile Learning 2014 International Conference seeks to provide a forum for the presentation and…
Descriptors: Conference Papers, Telecommunications, Handheld Devices, Technology Uses in Education
Krange, Ingeborg; Ludvigsen, Sten – International Journal of Computer-Supported Collaborative Learning, 2008
This article discusses the relationship between procedural and conceptual problem solving in a computer-supported collaborative learning (CSCL) environment designed within the field of science education. The contribution of this article, and our understanding of this phenomenon, is anchored in our socio-cultural interpretation, and that implies…
Descriptors: Interaction Process Analysis, Cooperative Learning, Problem Solving, Interaction
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