Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 2 |
Descriptor
Educational Technology | 2 |
Foreign Countries | 2 |
Internet | 2 |
Student Attitudes | 2 |
Video Games | 2 |
Art Education | 1 |
Audiovisual Aids | 1 |
Children | 1 |
Client Server Architecture | 1 |
Collaborative Writing | 1 |
College Students | 1 |
More ▼ |
Author
Gomez Parra, M. Elena, Ed. | 1 |
Huertas-Abril, Cristina A.,… | 1 |
Joy, Mike | 1 |
Laine, Teemu H. | 1 |
Sedano, Carolina Islas | 1 |
Tafazoli, Dara, Ed. | 1 |
Vinni, Mikko | 1 |
Publication Type
Books | 1 |
Collected Works - General | 1 |
Journal Articles | 1 |
Reports - Evaluative | 1 |
Education Level
Elementary Secondary Education | 1 |
Higher Education | 1 |
Postsecondary Education | 1 |
Audience
Administrators | 1 |
Practitioners | 1 |
Students | 1 |
Location
Finland | 2 |
Spain | 1 |
United States | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Tafazoli, Dara, Ed.; Gomez Parra, M. Elena, Ed.; Huertas-Abril, Cristina A., Ed. – IGI Global, 2018
The ability to effectively communicate with individuals from different linguistic and cultural backgrounds is an invaluable asset. Learning a second language proves useful as students navigate the culturally diverse world; however, studying a second language can be difficult for learners who are not immersed in the real and natural environment of…
Descriptors: Cultural Differences, Cultural Awareness, Culturally Relevant Education, Educational Technology
Laine, Teemu H.; Vinni, Mikko; Sedano, Carolina Islas; Joy, Mike – ALT-J: Research in Learning Technology, 2010
This article presents the features, design and architecture of the Myst pervasive game platform that has been applied in creating pervasive mobile learning games in various contexts such as science festivals and museums in Finland. Based on our experiences with the development, we draw a set of design principles for creating successfully a…
Descriptors: Electronic Learning, Educational Games, Young Adults, Museums