Search results for author:"Leonard+Annetta"
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Journal of Technology and Teacher Education Vol. 19, No. 3 (October 2011) pp. 303–329
Cell phones are ever-present in daily life, yet vastly underused in the formal science classroom. The purpose of this study was to implement a novel learning tool on cell phones, Augmented Reality Games, and determine how the interaction influenced...
Society for Information Technology & Teacher Education International Conference 2012 (Mar 05, 2012) pp. 2458–2461
This brief paper will describe the results from the current wave of data from a National Science Foundation ITEST project. Although the project is not yet complete, and builds on a previous ITEST project, indicators of success student game...
Science Scope Vol. 36, No. 3 (November 2012) pp. 54–60
As smartphones become more ubiquitous among adolescents, there is increasing potential for these as a tool to engage students in science instruction through innovative learning environments such as augmented reality (AR). Aligned with the National...