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Wommer, Fernanda Gabriela Bitencourt; Sepel, Lenira Maria Nunes; Loreto, Elgion Lucio Silva – Research in Science & Technological Education, 2023
Background: Gamification is the use of game design elements, such as rules of play, point scoring and competition, in a non-game context, in learning activities. We designed a game, based on the famous augmented reality game "Pokémon GO," called Insects GO in which players should capture images of real insects with their mobile phones.…
Descriptors: Gamification, Entomology, Middle School Students, Student Attitudes
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Aly, Akram Fathy M.; Al.Harb, Hussain Hadi – International Journal on E-Learning, 2019
This study aims to clarify the effect of the difference of visual stimuli in Photo Sharing websites (Instagram) on cognitive achievement for secondary education students in computer and information technology curriculum through the answer of the following question: What is the effect different visual stimuli in PSW (Instagram) on the cognitive…
Descriptors: Visual Stimuli, Web Sites, Photography, Academic Achievement
Osterer, Irv – Arts & Activities, 2009
With the popularity of e-mail cutting into revenues, Canada Post is always searching for a marketing strategy that would encourage people to use the mail. "Picture Postage" is such an initiative. This popular program allows individuals to create their own stamps for family and friends. This opportunity also provides a vehicle for…
Descriptors: Student Projects, Foreign Countries, Photography, Art Education
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Gerdts, Nadine – SchoolArts: The Art Education Magazine for Teachers, 2008
The construction and infrastructure of a city provide the foundation of an ideal urban lab for high school students to discover how to dissect the multifaceted layers of a place and make it their own. For six weeks in the winter of 2008, ninth-grade students in Providence, Rhode Island's Hope High School/Hope Arts Community learned to look closely…
Descriptors: Grade 9, High School Students, Graduate Students, Urban Areas