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Amy Walker; Kristy Pytash – Voices from the Middle, 2025
Little work has been done to investigate the implementation of innovative technologies, such as virtual reality (VR) and 3D printing, during English language arts instruction in juvenile detention facilities. This study explored how technology integration in restricted spaces can lead students to develop connections and empathy toward others. The…
Descriptors: Adolescents, Middle School Students, Institutionalized Persons, Computer Simulation
Clarice M. Moran; Maya K. Woodall – English Journal, 2019
VR is not a space-age novelty for intense video gamers. It is a legitimate digital tool that can enhance the English language arts (ELA) curriculum and enrich--but not replace--traditional pedagogy. And it is surprisingly easy to implement, even for introductory-level technology users. In this article, the authors discuss the strategies and tools…
Descriptors: Computer Simulation, Grade 8, Electronic Learning, Language Arts
Dooley, Caitlin McMunn; Calandra, Brendan; Harmon, Stephen – Journal of Digital Learning in Teacher Education, 2014
This qualitative case study describes how 18 preservice teachers learned to nurture literary meaning-making via activities based on Louise Rosenblatt's Reader Response Theory within a multi-user virtual environment (MUVE). Participants re-created and responded to scenes from selected works of children's literature in Second Life as a way to…
Descriptors: Preservice Teachers, Reader Response, Computer Simulation, Simulated Environment

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