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Tocu, Adrian; Beldiman, Iuliana; Cruceat, Alin; Butean, Alexandru – International Association for Development of the Information Society, 2019
This paper presents an ongoing development process for an experimental application that aims to train an inexperienced user to operate a mobile device and receive Augmented Reality (AR) guidelines for basic pick-and-place operations. The purpose of the presented work is to offer a learning environment for placing multiple physical tools in…
Descriptors: Telecommunications, Handheld Devices, Computer Simulation, Educational Games
Demetrios G. Sampson, Editor; Dirk Ifenthaler, Editor; Pedro Isaías, Editor – International Association for Development of the Information Society, 2024
These proceedings contain the papers of the 21st International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2024), held in Zagreb, Croatia, from 26 to 28 October 2024 and organized by the International Association for Development of the Information Society (IADIS). The CELDA conference aims to address the main issues…
Descriptors: Cognitive Processes, Cognitive Psychology, Computer Uses in Education, Technology Uses in Education
Blundell, Christopher N. – Assessment in Education: Principles, Policy & Practice, 2021
This paper presents a scoping review of, firstly, how teachers use digital technologies for school-based assessment, and secondly, how these assessment-purposed digital technologies are used in teacher- and student-centred pedagogies. It draws on research about the use of assessment-purposed digital technologies in school settings, published from…
Descriptors: Computer Uses in Education, Student Evaluation, Student Centered Learning, Computer Assisted Testing
Davis, Phillip E.; Fox, Corey J.; DeBode, Jason D.; Peterson, Lori T. – Journal of Educational Computing Research, 2021
A key challenge for educators in business is to incorporate learning tools that mimic the uncertainty and complexity of the real business environment. However, recent advancements in technology have offered new tools that address this challenge. One such increasingly popular tool has been computer simulations. While the use of simulations has…
Descriptors: Competence, Success, Goal Orientation, Achievement Need
Tansley, Carole; Hafermalz, Ella; Dery, Kristine – European Journal of Training and Development, 2016
Purpose: The purpose of this paper is to examine the relationship between the use of sophisticated talent selection processes such as gamification and training and development interventions designed to ensure that candidates can successfully navigate the talent assessment process. Gamification is the application of game elements to non-game…
Descriptors: Talent Development, Educational Games, Video Games, Computer Games
Oltman, Julia Leonhardt – ProQuest LLC, 2018
Game-based learning has entered the mainstream, yet little research has examined its influence within an early elementary setting, in the subject of history, or within the context of entire curricular unit. This dissertation examines two years' worth of data during which an augmented reality, geolocated mobile game was embedded within a…
Descriptors: Curriculum Implementation, Educational Games, Elementary School Students, Elementary School Teachers
Shaughnessy, Michael F.; Fulgham, Susan M. – Educational Technology, 2016
Clark Aldrich is the founder and Managing Partner of Clark Aldrich Designs, and is known as a global education visionary, industry analyst, and speaker. In this interview, he responds to questions about his ideas, his work, and his theories.
Descriptors: Educational Technology, Educational Games, Computer Simulation, Computer Games
Heintzman, Ryan – Review of International Geographical Education, 2020
Students completing an introductory physical geography course used an interactive geovisualizations (iGEO) lab exercise centered around lightning in northern Arizona to investigate atmospheric processes. This iGEO looks and plays like a conventional videogame where the student controls an avatar in a 3D environment. This iGEO was inspired by…
Descriptors: Teaching Methods, Physical Geography, Game Based Learning, Web Based Instruction
Lúcia Pombo; Margarida M. Marques – International Association for Development of the Information Society, 2022
This study used Bloom's Revised Taxonomy to examine 30 questions produced for a mobile quiz game with augmented reality contents to be explored in a formal learning context, in an urban green park, in Portugal. The game was co-created by 14 in-service teachers involved in a 50h training that aimed to promote the collaborative development of open…
Descriptors: Educational Games, Handheld Devices, Computer Oriented Programs, Open Educational Resources
Stricker, Andrew, Ed.; Calongne, Cynthia, Ed.; Truman, Barbara, Ed.; Arenas, Fil, Ed. – IGI Global, 2017
Recent technological advances have opened new platforms for learning and teaching. By utilizing virtual spaces, more educational opportunities are created for students who cannot attend a physical classroom environment. "Integrating an Awareness of Selfhood and Society into Virtual Learning" is a pivotal reference source that discusses…
Descriptors: Virtual Classrooms, Internet, Computer Science Education, Computer Games
Aivelo, Tuomas; Uitto, Anna – LUMAT: International Journal on Math, Science and Technology Education, 2016
Games have been used for a long time in teaching and learning. The increasing use of mobile phones makes it possible to link learning outside the classroom with augmented reality (AR). We tested how well the learning of conceptual models can be facilitated by AR games. We present a game designed for the in-service teacher-training workshop to…
Descriptors: Biology, Evolution, Computer Games, Educational Games
Porat, Erez; Shamir-Inbal, Tamar; Blau, Ina – Journal of Computer Assisted Learning, 2023
Introduction: Virtual worlds (VWs) are immersive three-dimensional environments, accessible simultaneously to multiple users, and described as shared, simulated spaces, whose inhabitants represented as avatars. VWs enable freedom of expression. Using VWs in educational contexts requires a shift from teacher-centered instruction to facilitation of…
Descriptors: Teaching Methods, Computer Simulation, Elementary Secondary Education, Student Attitudes
Christopher J. Harris; Eric Wiebe; Shuchi Grover; James W. Pellegrino – Community for Advancing Discovery Research in Education (CADRE), 2023
This report is focused on what research and practice indicate about how assessment impacts the teaching and learning of STEM subject matter in K-12 classrooms. The intent is to take stock of what is currently known as well as what needs to be known to make classroom assessment in STEM maximally beneficial for the instructional practices of…
Descriptors: Student Evaluation, STEM Education, Educational Practices, Educational Trends
Community for Advancing Discovery Research in Education (CADRE), 2023
This is the executive summary for the full report, "Classroom-Based STEM Assessment: Contemporary Issues and Perspectives." This report is focused on what research and practice indicate about how assessment impacts the teaching and learning of STEM subject matter in K-12 classrooms. The intent is to take stock of what is currently known…
Descriptors: Student Evaluation, STEM Education, Educational Practices, Educational Trends
Chin-Huang Daniel Liao; Wen-Chi Vivian Wu; Venny Gunawan; Tin-Chang Chang – Asia-Pacific Education Researcher, 2024
This comparative study aimed to investigate the effects of an Augmented-Reality Game-Based Learning application, "StemUp," on the English learning performance and motivation of distinct rural and urban groups of young EFL (English as a Foreign Language) learners. Multiple sources of data collection were employed, including pre- and…
Descriptors: Game Based Learning, Physical Environment, Simulated Environment, Synthesis

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