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Odd Rune Stalheim; Hege Merete Somby – Smart Learning Environments, 2024
There has long been an increased focus on and investment in digital technology in schools to improve the quality of education. While digital tools have gained access to pedagogical spheres, physical activity has been overlooked, as pupils often engage in activities that require minimal bodily movement. In this article, we discuss pupils'…
Descriptors: Simulated Environment, Physical Environment, Educational Games, Human Body
Delsa Silva Amino Cufuna; Gizeh Rangel-de Lazaro; Josep M. Duart – Journal of Digital Learning in Teacher Education, 2025
Augmented reality (AR) has emerged as an educational technology with the potential to create immersive learning environments. To use AR, it is essential to integrate didactic strategies that enable pre-service primary school teachers to create digital content for their future students. Our systematic literature review examined how pre-service…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Rui Leitão; Shige Yao; Laura Guimarães – Education and Information Technologies, 2025
Over the past decade, research has stressed the necessity of increasing ocean teaching in formal and informal education by addressing ocean literacy dimensions. Although board games have emerged as an affordable and accessible option for immersive learning experiences, limited empirical evidence demonstrates their effectiveness in enhancing…
Descriptors: Educational Games, Marine Education, Oceanography, Teaching Methods
Iqbal A. Rizki; Nadi Suprapto; Hanandita V. Saphira; Yusril Alfarizy; Riski Ramadani; Aulia Dwi Saputri; Dewi Suryani – Journal of Pedagogical Research, 2024
Low levels of critical thinking skills and learning motivation, particularly in physics learning, pose significant challenges that must be promptly addressed to ensure students' future success. To tackle this issue, the present study endeavors to develop a Cooperative Model, Digital Game, and Augmented Reality (CAP)-based learning, which is both…
Descriptors: Foreign Countries, High School Students, Physics, Game Based Learning
Broza, Orit; Kolikant, Yifat Ben-David – International Journal of Game-Based Learning, 2020
This study focuses on the interactions between students, their peers, their teacher, and digital game-based multiple supports provided by a rich learning environment designed in order to promote meaningful mathematics among low-achieving students. Attempting to identify which aspects of the setting facilitated meaningful learning and which were…
Descriptors: Game Based Learning, Computer Games, Simulated Environment, Low Achievement

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