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Vishesh Kumar; Matthew Berland; Leilah Lyons; Beth Pinzur – Interactive Learning Environments, 2024
In this paper, we present SCAMP -- Social Configuration Affordances for Museum Play -- an analytical framework we develop and use to highlight the relationship between designed affordances at interactive museum exhibits and different social playful behaviors they trigger and support. We do this through a selective case study analysis of Rainbow…
Descriptors: Museums, Exhibits, Instructional Materials, Play
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Jong, Morris Siu-Yung; Tsai, Chin-Chung; Xie, Haoran; Kwan-Kit Wong, Frankie – British Journal of Educational Technology, 2020
Immersive virtual reality (IVR) is regarded as one of the contemporary technological innovations with rich educational potential. As a subset of IVR, spherical video-based IVR (SV-IVR) immerses users centrally in a human-recorded real-world environment, allowing them to explore the environment in any directions via mobile phones and cardboard…
Descriptors: Technology Integration, Interactive Video, Computer Simulation, Geography Instruction
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Levonis, Stephan M.; Tauber, Amanda L.; Schweiker, Stephanie S. – Journal of Chemical Education, 2021
This paper describes the design and effectiveness of a 360° (identified as 360) virtual laboratory tour which was implemented in a second-year undergraduate chemistry subject to familiarize the students with the research laboratory environment, equipment, and skills needed to undertake the subject and first laboratory session. We include step by…
Descriptors: Science Instruction, College Science, Undergraduate Students, Science Laboratories
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Mechling, Linda C.; Ortega-Hurndon, Fanny – Education and Training in Developmental Disabilities, 2007
This study evaluated the effectiveness of computer-based video instruction (CBVI) to teach three young adults with moderate intellectual disabilities to perform complex, multiple step, job tasks in a generalized setting. A multiple probe design across three job tasks and replicated across three students was used to evaluate the effectiveness of…
Descriptors: Computer Assisted Instruction, Job Skills, Program Effectiveness, Young Adults
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DeKanter, Nick – TechTrends: Linking Research & Practice to Improve Learning, 2005
The new definition of interactivity has as its focal point the skills of people, not the capabilities of the technology. The goal is to enhance the interaction between people and the learning that can only occur among curious and motivated individuals working together. The social nature of people, the increasing capabilities of technology and the…
Descriptors: Computer Simulation, Computer Uses in Education, Artificial Intelligence, Computer Assisted Instruction
Krumboltz, John D.; Vidalakis, Nicole; Tyson, James – 2000
The Virtual Job Experience (VJE) is an interactive computer job simulation that allows learners to sample an occupation's actual tasks realistically. The effect of the VJE experience on students' career perceptions, explorations, and aspirations was examined in a study of 94 high school students enrolled in 3 summer school classes. Students were…
Descriptors: Advertising, Career Choice, Career Education, Career Exploration