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Digital Promise, 2021
In this paper, our collaborative project team shares design principles and lessons learned from research for designing an app to support families' joint engagement with media and promote powerful shared learning experiences. We provide a rationale, based on research literature, for why a second-screen app in particular addresses our project goals.…
Descriptors: Computer Software, Learning Experience, Family Involvement, Program Descriptions
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Lin, Hao-Chiang Koong; Hsieh, Min-Chai; Wang, Cheng-Hung; Sie, Zong-Yuan; Chang, Shei-Hsi – Turkish Online Journal of Educational Technology - TOJET, 2011
In this study, we develop an interactive AR Learning System based on Augmented Reality and interactive touch-screen. The learning content knowledge is about conservation of fish in Taiwan. The system combines the game by the concept of AR book which allows children to learn about the importance of conservation of fish. A mechanism is designed to…
Descriptors: Animals, Conservation (Concept), Foreign Countries, Usability
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Reardon, Robert C.; Hartley, Sarah Lucas – New Directions for Student Services, 2007
The e-portfolio phenomenon has been likened to a massive technology wave hitting the wide beaches of higher education (Ayala, 2006). A review of the literature suggests that this wave might change the landscape of the beach, washing away existing landmarks and creating a new topography. Moreover, the claims of a beneficial impact on students and…
Descriptors: Program Evaluation, Program Development, Program Descriptions, Portfolios (Background Materials)