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Tan, Qing; Chang, William; Kinshuk – Electronic Journal of e-Learning, 2015
AR technology can be considered as mainly consisting of two aspects: identification of real-world object and display of computer-generated digital contents related the identified real-world object. The technical challenge of mobile AR is to identify the real-world object that mobile device's camera aim at. In this paper, we will present a…
Descriptors: Educational Technology, Telecommunications, Simulated Environment, Computer Simulation
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Nachimuthu, K.; Vijayakumari, G. – Journal of Educational Technology, 2009
Virtual Reality (VR) is a creation of virtual 3D world in which one can feel and sense the world as if it is real. It is allowing engineers to design machines and Educationists to design AV [audiovisual] equipment in real time but in 3-dimensional hologram as if the actual material is being made and worked upon. VR allows a least-cost (energy…
Descriptors: Computer Simulation, Simulated Environment, Electronic Learning, Teaching Methods
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Butler, Des – Australasian Journal of Educational Technology, 2012
A traditional approach centred on weekly lectures, perhaps supported by tutorials, still predominates in modern legal education in Australia. This approach tends to focus on the transmission of knowledge about legal rules and doctrine to students, who adopt a largely passive role. Criticisms of the traditional approach have led to law schools…
Descriptors: Foreign Countries, Multimedia Materials, Legal Education (Professions), Law Schools
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Nishide, Ryo – Journal of Interactive Learning Research, 2011
This paper proposes extensive applications of virtual collaborative space in order to enhance the efficiency and capability of Digital Campus. The usability of Digital Campus has been experimented in different learning environments and evaluated by questionnaire as that the presence technology and a sense of solidarity influence the participants'…
Descriptors: Foreign Countries, Educational Innovation, Educational Experiments, Lecture Method
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Mathews, James M. – English Teaching: Practice and Critique, 2010
The article presents a brief overview of the Neighbourhood Game Design Project, a studio-based curriculum intervention aimed at engaging students in the design of place-based mobile games and interactive stories using geo-locative technologies (for example, GPS enabled cell phones). It describes the three curricular components that defined the…
Descriptors: Curriculum Development, Teaching Methods, Design, Curriculum Implementation
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Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills
Sánchez, Inmaculada Arnedillo, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2013
These proceedings contain the papers of the International Conference on Mobile Learning 2013, which was organised by the International Association for Development of the Information Society, in Lisbon, Portugal, March 14-16, 2013. The Mobile Learning 2013 International Conference seeks to provide a forum for the presentation and discussion of…
Descriptors: Conference Papers, Telecommunications, Technology Uses in Education, Educational Technology
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Krange, Ingeborg; Ludvigsen, Sten – International Journal of Computer-Supported Collaborative Learning, 2008
This article discusses the relationship between procedural and conceptual problem solving in a computer-supported collaborative learning (CSCL) environment designed within the field of science education. The contribution of this article, and our understanding of this phenomenon, is anchored in our socio-cultural interpretation, and that implies…
Descriptors: Interaction Process Analysis, Cooperative Learning, Problem Solving, Interaction
Mukerji, Siran, Ed.; Tripathi, Purnendu, Ed. – Information Science Reference, 2010
Technology holds the key for bridging the gap between access to quality education and the need for enhanced learning experiences. This book contains case studies on divergent themes of personalized learning environments, inclusive learning for social change, innovative learning and assessment techniques, technology and international partnership…
Descriptors: Foreign Countries, Exchange Programs, Educational Quality, Social Change
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2014
These proceedings contain the papers of the 11th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2014), October 25-27, 2014, which has been organized by the International Association for Development of the Information Society (IADIS) and endorsed by the Japanese Society for Information and Systems in…
Descriptors: Conference Papers, Teaching Methods, Technological Literacy, Technology Uses in Education
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers