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Wanda Nugroho Yanuarto; Elfis Suanto; Ira Hapsari; Aulia Nisa Khusnia – Mathematics Teaching Research Journal, 2024
An Augmented Reality (AR) approach to creating a maths education app is the focus of this research. To turn the 2D floor plan into 3D objects, students will use their mobile devices to scan the cards. Students can have a better understanding of the 3D shape from various angles by interacting with virtual 3D items. Students can gain a deeper…
Descriptors: Computer Simulation, Physical Environment, Simulated Environment, Foreign Countries
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Sweeney, Joe; Milewski, Amanda; Amidon, Joel – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2018
Teacher educators understand that the preparation of teachers needs to be rooted in the practice of teaching. This understanding, paired with the advancement in digital technologies capable of delivering practice based teaching experiences, requires that those charged with preparing teachers consider how to best to position these technologies…
Descriptors: Media Selection, Teacher Education Programs, Computer Uses in Education, Field Experience Programs
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Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli – International Journal of Game-Based Learning, 2016
This paper focuses on methodologies of serious games deployment and evaluation. Particularly, this study will present a specific category of serious games that are based on Collaborative Virtual Environments and they aim to support Collaborative Learning. We call these serious games Collaborative Virtual Educational Games (CVEG). The paper aims to…
Descriptors: Virtual Classrooms, Instructional Design, Cooperative Learning, Educational Games
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Kuriger, Glenn W.; Wan, Huang-da; Mirehei, S. Moussa; Tamma, Saumya; Chen, F. Frank – Simulation & Gaming, 2010
This research proposes a Web-based version of a lean office simulation game (WeBLOG). The game is designed to be used to train lean concepts to office and administrative personnel. This group belongs to the frequently forgotten side of a lean enterprise. Over four phases, the game presents the following seven lean tools: one-piece flow,…
Descriptors: Educational Games, Administrators, Manufacturing, Business Administration
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Hensgens, Jan; And Others – Instructional Science, 1995
Describes the SAM (Simulation and Multimedia) project and the rationales behind it. SAM focuses mainly on integrated simulation-based learning environments and creates a framework for authoring, modelling, and learning. SAM methods and techniques are developed to design adaptable courses to meet different learner profiles and to integrate…
Descriptors: Authoring Aids (Programming), Computer Assisted Instruction, Computer Simulation, Computer Uses in Education