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Drumhiller, Nicole K., Ed.; Wilkin, Terri L., Ed.; Srba, Karen V., Ed. – IGI Global, 2021
Simulation and game-based learning are essential applications in a learning environment as they provide learners an opportunity to apply the course material in real-life scenarios. Introducing real-life learning allows the learner to make critical decisions at different points within the simulation providing constructive education that leads to a…
Descriptors: Simulation, Game Based Learning, Emergency Programs, Authentic Learning
Haas, Leslie, Ed.; Tussey, Jill, Ed. – IGI Global, 2021
The idea of storytelling goes beyond the borders of language, culture, or traditional education, and has historically been a tie that bonds families, communities, and nations. Digital storytelling offers opportunities for authentic academic and non-academic literacy learning across a multitude of genres. It is easily accessible to most members of…
Descriptors: Story Telling, Elementary Secondary Education, Popular Culture, Video Games
Kurubacak, Gulsun, Ed.; Altinpulluk, Hakan, Ed. – IGI Global, 2017
Novel trends and innovations have enhanced contemporary educational environments. When applied properly, these computing advances can create enriched learning opportunities for students. "Mobile Technologies and Augmented Reality in Open Education" is a pivotal reference source for the latest academic research on the integration of…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
Littleton, Karen, Ed.; Scanlon, Eileen, Ed.; Sharples, Mike, Ed. – Routledge, Taylor & Francis Group, 2011
There is currently a rapidly growing interest in inquiry learning and an emerging consensus among researchers that, particularly when supported by technology, it can be a significant vehicle for developing higher order thinking skills. Inquiry learning methods also offer learners meaningful and productive approaches to the development of their…
Descriptors: Inquiry, Active Learning, Technology Uses in Education, Cooperative Learning
Guidry, Kevin R.; BrckaLorenz, Allison – EDUCAUSE Quarterly, 2010
This study extends the research into faculty and student use of contemporary academic technologies. The goals of the study are threefold. First, the study aims to unpack which technologies students and faculty use, and how often. Second, it aims to understand their experiences in the contexts in which they live them. Finally, it explores the…
Descriptors: Computer Uses in Education, Educational Technology, Technology Integration, Management Systems