Use of Web 2.0 technologies in K-12 and higher education: The search for evidence-based practice

KF Hew, WS Cheung - Educational research review, 2013 - Elsevier
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 …

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 …

What are the learning affordances of 3‐D virtual environments?

B Dalgarno, MJW Lee - British journal of educational …, 2010 - Wiley Online Library
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 as immersive experiences: Using the four‐dimensional framework for designing and evaluating immersive learning experiences in a virtual world

S De Freitas, G Rebolledo‐Mendez… - British journal of …, 2010 - Wiley Online Library
Traditional approaches to learning have often focused upon knowledge transfer strategies
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

M Wrzesien, MA Raya - Computers & Education, 2010 - Elsevier
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 reality and situated experiential education: A conceptualization and exploratory trial

C Schott, S Marshall - Journal of computer assisted learning, 2018 - Wiley Online Library
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 …

Evaluation of learning outcomes using an educational iPhone game vs. traditional game

D Furió, S González-Gancedo, MC Juan, I Seguí… - Computers & …, 2013 - Elsevier
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 …

[PDF][PDF] El docente en la sociedad digital: una propuesta basada en la pedagogía transformativa y en la tecnología avanzada

JM Cela-Ranilla, VE González, FE Mon… - … . Revista de currículum …, 2017 - redalyc.org
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 …

Virtual worlds as knowledge management platform–a practice‐perspective

J Mueller, K Hutter, J Fueller… - Information Systems …, 2011 - Wiley Online Library
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 …

[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 …