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Adem Koç; Sedat Kanadli – Journal of Science Education and Technology, 2025
This study used network meta-analysis to investigate the impact of the use of interactive learning environments (ILE) tools (augmented reality (AR), virtual reality (VR), mixed reality (MIX), and interactive digital games (GAME)) in science education on learning outcomes. A total of 53 primary studies were retrieved from the literature according…
Descriptors: Interaction, Cooperative Learning, Educational Environment, Outcomes of Education
Angelos Sofianidis; Christos Skraparlis; Nayia Stylianidou – Journal of Science Education and Technology, 2024
This paper presents and discusses the inclusive inquiry-based alternate reality game (IB-ARGI) approach, a pedagogical gamified approach supporting inclusive contemporary educational contexts. The IB-ARGI approach comprises Inquiry-based Learning, Alternate Reality Games, Universal Design for Learning and Augmented Reality technology in order to…
Descriptors: Inquiry, Access to Education, Computer Simulation, Computer Games
Bodzin, Alec; Junior, Robson Araujo; Hammond, Thomas; Anastasio, David – Journal of Science Education and Technology, 2021
An immersive virtual reality (iVR) game for high school students to learn about locations in their watershed with a primary focus on their city was designed and developed, employing a design model that focuses on flow. An exploratory study with the iVR game was conducted in an urban school in the eastern USA with 57 adolescents ages 16-18 from a…
Descriptors: High School Students, Computer Games, Computer Simulation, Place Based Education
Gnidovec, Tanja; Žemlja, Mojca; Dolenec, Andreja; Torkar, Gregor – Journal of Science Education and Technology, 2020
Learning the basics of human anatomy is challenging for schoolchildren due to its three-dimensional nature and complexity as a system. This study created educational materials for learning about and teaching the human circulatory system based on augmented reality (AR) technology and a structure-behavior-function (SBF) model, including 2D/3D…
Descriptors: Computer Simulation, Anatomy, Human Body, Teaching Methods
Lamb, Richard L. – Journal of Science Education and Technology, 2016
Within the last 10 years, new tools for assisting in the teaching and learning of academic skills and content within the context of science have arisen. These new tools include multiple types of computer software and hardware to include (video) games. The purpose of this study was to examine and compare the effect of computer learning games in the…
Descriptors: Cognitive Processes, Computation, Models, Science Laboratories

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