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Cheng, Kun-Hung; Tsai, Chin-Chung – Journal of Science Education and Technology, 2013
Augmented reality (AR) is currently considered as having potential for pedagogical applications. However, in science education, research regarding AR-aided learning is in its infancy. To understand how AR could help science learning, this review paper firstly has identified two major approaches of utilizing AR technology in science education,…
Descriptors: Computer Simulation, Science Education, Computer Uses in Education, Inquiry
Dimitriadis, Yannis; Goodyear, Peter – Research in Learning Technology, 2013
This paper concerns sustainable approaches to design for learning, emphasising the need for designs to be able to thrive outside of the protective niches of project-based innovation. It builds on the "in medias res" framework and more specifically on a forward-oriented approach to design for learning: one that takes a pro-active design…
Descriptors: Foreign Countries, Instructional Design, Technology Integration, Social Networks
Pozzi, Francesca; Francesca, Donatella – Research in Learning Technology, 2013
This paper tackles the issue of learning design and pedagogical planning in the context of computer-supported collaborative learning (CSCL). In this sector, we witness the same variety of approaches and tools that we find in the technology-enhanced learning (TEL) research field. In particular, in the CSCL context, notions such as…
Descriptors: Instructional Design, Educational Technology, Models, Cooperative Learning
Halac, Hicran Hanim; Cabuk, Alper – Turkish Online Journal of Distance Education, 2013
Depending on the evolving technological possibilities, distance and online education applications have gradually gained more significance in the education system. Regarding the issues, such as advancements in the server services, disc capacity, cloud computing opportunities resulting from the increase in the number of the broadband internet users,…
Descriptors: Higher Education, Educational Technology, Architecture, Distance Education
Ashley, Christy – Marketing Education Review, 2013
An innovative project was designed for a retail management course to enhance critical thinking skills and provide hands-on learning about marketing strategy in an electronic retail context. Students created, promoted, and managed online stores using Zazzle.com, which retails user-generated designs, and analyzed the results of their efforts.…
Descriptors: Retailing, Business Administration Education, Experiential Learning, Marketing
Schubert, Claus; Gfeller, Mary; Donohue, Christopher – International Journal of Mathematical Education in Science and Technology, 2013
This study explores the use of Group Explorer in an undergraduate mathematics course in abstract algebra. The visual nature of Group Explorer in representing concepts in group theory is an attractive incentive to use this software in the classroom. However, little is known about students' perceptions on this technology in learning concepts in…
Descriptors: College Mathematics, Undergraduate Study, Mathematics Instruction, Algebra
Narciss, Susanne – Digital Education Review, 2013
This paper describes the interactive tutoring feedback model (ITF-model; Narciss, 2006; 2008), and how it can be applied to the design and evaluation of feedback strategies for digital learning environments. The ITF-model conceptualizes formative tutoring feedback as a multidimensional instructional activity that aims at contributing to the…
Descriptors: Feedback (Response), Models, Intelligent Tutoring Systems, Electronic Learning
Balakrishnan, B.; Woods, P. C. – European Journal of Engineering Education, 2013
Over the years, rapid development in computer technology has engendered simulation-based laboratory (lab) in addition to the traditional hands-on (physical) lab. Many higher education institutions adopt simulation lab, replacing some existing physical lab experiments. The creation of new systems for conducting engineering lab activities has raised…
Descriptors: Engineering Education, Laboratory Experiments, Student Experience, Student Surveys
Ward, R. Bruce; Sienkiewicz, Frank; Sadler, Philip; Antonucci, Paul; Miller, Jaimie – Astronomy Education Review, 2013
We describe activities created to help student participants in Project ITEAMS (Innovative Technology-Enabled Astronomy for Middle Schools) develop a deeper understanding of picture elements (pixels), image creation, and analysis of the recorded data. ITEAMS is an out-of-school time (OST) program funded by the National Science Foundation (NSF) with…
Descriptors: Astronomy, Middle School Students, Science Instruction, Computer Uses in Education
Proctor, Michael D.; Marks, Yaela – Computers & Education, 2013
This research reports and analyzes for archival purposes surveyed perceptions, use, and access by 259 United States based exemplar Primary and Secondary educators of computer-based games and technology for classroom instruction. Participating respondents were considered exemplary as they each won the Milken Educator Award during the 1996-2009…
Descriptors: Teacher Attitudes, Elementary School Teachers, Computer Uses in Education, Educational Technology
Wu, Hsin-Kai; Lee, Silvia Wen-Yu; Chang, Hsin-Yi; Liang, Jyh-Chong – Computers & Education, 2013
Although augmented reality (AR) has gained much research attention in recent years, the term AR was given different meanings by varying researchers. In this article, we first provide an overview of definitions, taxonomies, and technologies of AR. We argue that viewing AR as a concept rather than a type of technology would be more productive for…
Descriptors: Educational Technology, Teaching Methods, Electronic Learning, Taxonomy
Hong, Jon-Chao; Hwang, Ming-Yueh; Chen, Yu-Ju; Lin, Pei-Hsin; Huang, Yao-Tien; Cheng, Hao-Yueh; Lee, Chih-Chin – Computers & Education, 2013
Museums in Taiwan have developed various digital archives, but few people have visited these digital archives. Therefore, this study designed a digital archaeology game for high school students to play. Based on the concept of "learning for playing" (i.e., players who want to win will study more), the digital archaeology game contest…
Descriptors: Computer Games, Archaeology, High School Students, Intention
Goehle, Geoff – PRIMUS, 2013
In this paper we demonstrate how video game mechanics can be used to help improve student engagement with online mathematics homework. Specifically, we integrate two common video game systems, levels and achievements, with the online homework program "WeBWorK." We describe the key features of the implementation of these systems and…
Descriptors: College Mathematics, Mathematics Instruction, Video Games, Homework
Eskandari, Zahra; Ebrahimi, Nabi. A. – International Journal of Technology in Teaching and Learning, 2013
Both process- and product-oriented, this study presents estimates the effects of using computer and multimedia software on students' learning and their perceptions of chemistry classroom environment. 44 Iranian first-grade high school students were divided into control and treatment group. They were taught parts of the second grade high school…
Descriptors: Foreign Countries, High School Students, Chemistry, Science Instruction
Edgerton, C. Mark, II – ProQuest LLC, 2013
This qualitative case study explored perceptions of teachers and educational administrators regarding differences between online grading systems and traditional written grade books. The purpose was to gain knowledge of online grade books in relation to parental involvement in the educational process and student academic performance, when compared…
Descriptors: Qualitative Research, Case Studies, Grading, Teacher Attitudes