Using computer games for educational purposes is a fascinating idea that is getting increasingly popular amongst educators, researchers, and developers. From a technical as well as...
The broadening array of technologies available to support the design of classroom activity has the potential to reshape science learning in schools. This paper presents a ubiquito...
Automatic capture technology could enable students to record and index much information—both digital and nondigital—with little extra effort. Can this technology be designed t...
Although design metaphors play an important role in many software projects, their influence on system functionality, project methodology and the interactions among members of the ...
Designing computer-based learning environments must account for the context in which activity occurs, the tasks that students perform, and the tools that facilitate these tasks. W...