Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 0 |
Since 2006 (last 20 years) | 3 |
Descriptor
Play | 3 |
Simulated Environment | 3 |
Case Studies | 2 |
Physics | 2 |
After School Programs | 1 |
Computer Simulation | 1 |
Computer Uses in Education | 1 |
Cooperative Learning | 1 |
Ecology | 1 |
Educational Environment | 1 |
Educational Games | 1 |
More ▼ |
Source
International Journal of… | 3 |
Author
Danish, Joshua A. | 2 |
Enyedy, Noel | 2 |
Barab, Sasha A. | 1 |
DeLiema, David | 1 |
Delacruz, Girlie | 1 |
Downton, Michael P. | 1 |
Kumar, Melissa | 1 |
Siyahhan, Sinem | 1 |
Publication Type
Journal Articles | 3 |
Reports - Evaluative | 2 |
Reports - Research | 1 |
Education Level
Adult Education | 1 |
Elementary Secondary Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Enyedy, Noel; Danish, Joshua A.; DeLiema, David – International Journal of Computer-Supported Collaborative Learning, 2015
In vision-based augmented-reality (AR) environments, users view the physical world through a video feed or device that "augments" the display with a graphical or informational overlay. Our goal in this manuscript is to ask "how" and "why" these new technologies create opportunities for learning. We suggest that AR is…
Descriptors: Simulated Environment, Physical Environment, Visual Aids, Learning
Enyedy, Noel; Danish, Joshua A.; Delacruz, Girlie; Kumar, Melissa – International Journal of Computer-Supported Collaborative Learning, 2012
The Learning Physics through Play Project (LPP) engaged 6-8-year old students (n = 43) in a series of scientific investigations of Newtonian force and motion including a series of augmented reality activities. We outline the two design principles behind the LPP curriculum: 1) the use of socio-dramatic, embodied play in the form of participatory…
Descriptors: Play, Test Results, Investigations, Physics
Siyahhan, Sinem; Barab, Sasha A.; Downton, Michael P. – International Journal of Computer-Supported Collaborative Learning, 2010
We implemented a five-week family program called "Family Quest" where parents and children ages 9 to 13 played Quest Atlantis, a multiuser 3D educational computer game, at a local after-school club for 90-minute sessions. We used activity theory as a conceptual and an analytical framework to study the nature of intergenerational play, the…
Descriptors: Play, Intergenerational Programs, Family Programs, Parent Child Relationship