Use of Web 2.0 technologies in K-12 and higher education: The search for evidence-based practice
Evidence-based practice in education entails making pedagogical decisions that are
informed by relevant empirical research evidence. The main purpose of this paper is to …
informed by relevant empirical research evidence. The main purpose of this paper is to …
Virtual reality, augmented reality, and mixed reality in education: A brief overview
N Sala - Current and prospective applications of virtual reality in …, 2021 - igi-global.com
Virtual reality (VR), augmented reality (AR), and mixed reality (MR) are three different
technologies developed in the last decades of the 20th century. They combine hardware …
technologies developed in the last decades of the 20th century. They combine hardware …
What are the learning affordances of 3‐D virtual environments?
This article explores the potential learning benefits of three‐dimensional (3‐D) virtual
learning environments (VLEs). Drawing on published research spanning two decades, it …
learning environments (VLEs). Drawing on published research spanning two decades, it …
Learning as immersive experiences: Using the four‐dimensional framework for designing and evaluating immersive learning experiences in a virtual world
Traditional approaches to learning have often focused upon knowledge transfer strategies
that have centred on textually‐based engagements with learners, and dialogic methods of …
that have centred on textually‐based engagements with learners, and dialogic methods of …
Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project
The objective of this study is to present and to evaluate the E-Junior application: a serious
virtual world (SVW) for teaching children natural science and ecology. E-Junior was …
virtual world (SVW) for teaching children natural science and ecology. E-Junior was …
Virtual reality and situated experiential education: A conceptualization and exploratory trial
Virtual reality is widely recognized as offering the potential for fully immersive environments.
This paper introduces a framework that guides the creation and analysis of immersive …
This paper introduces a framework that guides the creation and analysis of immersive …
Evaluation of learning outcomes using an educational iPhone game vs. traditional game
In this paper, we present an initial study to determine the subject preferences for educational
computer games for children, in which 150 education professionals participated. From the …
computer games for children, in which 150 education professionals participated. From the …
[PDF][PDF] El docente en la sociedad digital: una propuesta basada en la pedagogía transformativa y en la tecnología avanzada
Este documento presenta una visión transformadora de la docencia en el contexto de una
sociedad actual marcada por la complejidad y su componente tecnológico. Esta visión se …
sociedad actual marcada por la complejidad y su componente tecnológico. Esta visión se …
Virtual worlds as knowledge management platform–a practice‐perspective
Virtual worlds, as electronic environments where individuals can interact in a realistic
manner in form of avatars, are increasingly used by gamers, consumers and employees …
manner in form of avatars, are increasingly used by gamers, consumers and employees …
[書籍][B] Online and social networking communities: A best practice guide for educators
K Kear - 2011 - taylorfrancis.com
Online and Social Networking Communities is a professional guide written for educational
practitioners and trainers who wish to use online communication tools effectively in their …
practitioners and trainers who wish to use online communication tools effectively in their …