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Walker, Zachary; McMahon, Don D.; Rosenblatt, Kara; Arner, Tracy – SAGE Open, 2017
The success of Pokémon Go is demonstrating that augmented reality (AR) is reaching the masses quickly and can be a robust tool to enhance student engagement and learning. Leveraging AR for instructional purposes has the potential to become a powerful medium for Universal Design for Learning (UDL) by providing new tools for multiple means of…
Descriptors: Physical Environment, Simulated Environment, Computer Simulation, Learner Engagement
Smithsonian Center for Learning and Digital Access (Smithsonian Learning Lab), 2017
Launched in June 2016, the Smithsonian Learning Lab (SLL) provides access to the digital resources from across the Smithsonian's 19 museums, 9 major research centers, and the National Zoo, to be used as real-world learning experiences. It is designed to aid students in building lasting knowledge and critical skills that take learners from simply…
Descriptors: Electronic Learning, Student Needs, Learning Laboratories, Experiential Learning
Rincon-Flores, Elvira G.; Santos-Guevara, Brenda N. – Australasian Journal of Educational Technology, 2021
Virtual teaching modalities urgently implemented during the Covid-19 pandemic require strategies to motivate students to participate actively in higher education. Our study found that gamification using a reward-based system is a strategy that can improve the educational experience under exceptional circumstances. This article reports the results…
Descriptors: COVID-19, Pandemics, Active Learning, Student Motivation
Kim, Young Rae; Park, Mi Sun; Tjoe, Hartono – International Journal of Education in Mathematics, Science and Technology, 2021
In recent years, mathematics classrooms in the U.S. and around the world have seen an increasing integration of educational robotics with interest from both students and teachers. Through their robotics coding activities, students in the present study discovered the concepts of special angle pairs in geometry--namely, complementary and…
Descriptors: Mathematics Instruction, Geometry, Robotics, Coding
Aljaberi, Nahil – International Journal of Progressive Education, 2021
This study aims to explore the reality of employing digital technologies in the education of kindergarten children and the primary stage. It also aims to determine the views and perceptions of children towards these technologies and how to deal with them. The study also aims to determine the perceptions of kindergarten teachers and the primary…
Descriptors: Preschool Teachers, Kindergarten, Primary Education, Young Children
Thorne, Steven L.; Hellermann, John; Jakonen, Teppo – Modern Language Journal, 2021
Integrating concepts and techniques from ethnomethodology and sociomaterialism, this article investigates the observable material processes involving human action and place-based contexts of language use enabled by locative media. The focal pedagogical intervention utilized mobile augmented reality (AR) activities, the development of which was…
Descriptors: Second Language Learning, Second Language Instruction, Video Technology, Place Based Education
Wrench, Alison; Garrett, Robyne – Sport, Education and Society, 2021
Curricula and pedagogies that fail to utilise the cultural resources of students contribute to educational disadvantage. The health and physical education (HPE) learning area is not exempt from these concerns with calls emerging within Australia to include movement forms and ways of knowing of Indigenous and ethnic-minority students. In many…
Descriptors: Foreign Countries, Culturally Relevant Education, Indigenous Knowledge, Indigenous Populations
Pfirman, Stephanie; Hamilton, Lawrence; Turrin, Margie; Narveson, Craig; Lloyd, Carrie A. – Journal of Geoscience Education, 2021
This first analysis of aggregated data from the Kahoot! game-based player response system demonstrates that it can provide assessments of overall US student polar knowledge and identifies differences in polar knowledge across several states. A kahoot online quiz on polar topics recorded over 25,000 United States teacher-hosted classroom players…
Descriptors: Knowledge Level, Earth Science, Geographic Regions, Foreign Countries
Lawrence, Clare; Celia*; Collyer, Edward; Poulson, Melissa – English in Education, 2021
There has, to date, been little discussion of how autism may affect the experience of the reading of fiction for pupils in the classroom, other than through a deficit model. One of the researchers in this study ("Celia") is training to be a secondary school English teacher and identifies as autistic. Her experience provides an enriched…
Descriptors: English Literature, Games, Theory of Mind, Fiction
Israel-Fishelson, Rotem; Hershkovitz, Arnon; Eguíluz, Andoni; Garaizar, Pablo; Guenaga, Mariluz – Journal of Educational Computing Research, 2021
Creativity and Computational Thinking (CT) have been both extensively researched in recent years. However, the associations between them are still not fully understood despite their recognition as essential competencies for the digital age. This study looks to bridge this gap by examining the association between CT and two types of creativity,…
Descriptors: Learning Analytics, Correlation, Creativity, Creative Thinking
Krause, Jennifer M.; Jenny, Seth E. – International Journal of Technology in Teaching and Learning, 2021
With the increase of childhood obesity and sedentary behavior, it is essential to discover innovative ways to motivate youth to be more active. Many Hispanic children in the United States in obesogenic environments particularly lack opportunities for physical activity (PA). Exergames (i.e., motion-based video games) may enhance PA among at-risk…
Descriptors: Hispanic Americans, At Risk Persons, Beliefs, Intention
Ranieri, Maria; Raffaghelli, Juliana E.; Bruni, Isabella – Active Learning in Higher Education, 2021
Instructor-student interaction and regular feedback are seen as teaching strategies designed to support effective learning. These days, there is increasing reliance on technology to support this in the classroom; one such technology is a student response system or its more recent development of this, that is, a game-based one. This study…
Descriptors: Audience Response Systems, Game Based Learning, Educational Technology, Formative Evaluation
Chen, Beyin; Hwang, Gwo-Haur; Wang, Shen-Hua – Educational Technology & Society, 2021
The application of artificial intelligence (AI) in education is now widespread, and the use of robots in education has demonstrated a positive influence on students' behavior and development. However, the use of emerging technologies usually results in cognitive load, especially for elementary school students whose learning capacity has not yet…
Descriptors: Cognitive Processes, Difficulty Level, Game Based Learning, Robotics
Sperafico, Yasmini Lais; Pisacco, Nelba Maria; Corso, Luciana; Rohde, Luís Augusto; Dorneles, Beatriz – International Journal of Disability, Development and Education, 2021
This study compared the effects of a combined intervention of working memory (WM) and arithmetic reasoning (AR) vs WM intervention alone on the arithmetic reasoning performance of students with ADHD. Third- and fourth-grade elementary school students (n = 46) completed measures for AR, mathematical calculations, and WM. Participants were…
Descriptors: Students with Disabilities, Attention Deficit Hyperactivity Disorder, Short Term Memory, Arithmetic
Lo´pez-Ferna´ndez, Mari´a del Mar; Gonza´lez-Garci´a, Francisco; Franco-Mariscal, Antonio Joaqui´n – Journal of Chemical Education, 2021
The social dimension of chemistry is relevant and present in numerous socio-scientific issues, for example, the use of plastics. These issues can be covered at school by implementing strategies such as role-playing, which allow different perspectives to be understood, thereby helping to promote changes in attitude. This paper presents a…
Descriptors: Plastics, Chemistry, Educational Games, Role Playing

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