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   <dim:field mdschema="dc" element="contributor" qualifier="advisor">Klopfer, Eric</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="author">Iwasaki, Ibuki</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="department">Massachusetts Institute of Technology. Department of Architecture</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="accessioned">2022-08-29T16:32:26Z</dim:field>
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   <dim:field mdschema="dc" element="date" qualifier="issued">2022-05</dim:field>
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   <dim:field mdschema="dc" element="description" qualifier="abstract">Over the past few decades, an increasing variety of educa9onal technologies, or edtech, have become available. This was especially evident during the height of the pandemic, when most schools became fully reliant on digital learning tools as they took on a virtual format. But edtech is an extremely broad field, encompassing everything from games to learning plaXorms to assessment tools. Moreover, the world of technology is constantly evolving. Where and how does one begin when designing edtech products, especially those that use newer technologies, while making sure that they actually serve their purpose of enhancing learning? This is the main ques9on I seek to address, and to do so, I will be presen9ng a case study of my own research-based edtech design and development process for a simula9on applica9on that introduces physics concepts using augmented reality (AR). In demonstra9ng my own process, I hope to encourage more designs in the future that are grounded in research insights to ensure that they benefit the users that they are intended for - in edtech and beyond.</dim:field>
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   <dim:field mdschema="dc" element="title">mARble: a Research-Based Design Process in Educa9onal Technology</dim:field>
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   	&lt;Title>mARble: a Research-Based Design Process in Educa9onal Technology&lt;/Title>
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   	&lt;PublicationDate>2022-05&lt;/PublicationDate>
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        	&lt;DisplayName>Iwasaki, Ibuki&lt;/DisplayName>
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   	&lt;Abstract>Over the past few decades, an increasing variety of educa9onal technologies, or edtech, have become available. This was especially evident during the height of the pandemic, when most schools became fully reliant on digital learning tools as they took on a virtual format. But edtech is an extremely broad field, encompassing everything from games to learning plaXorms to assessment tools. Moreover, the world of technology is constantly evolving. Where and how does one begin when designing edtech products, especially those that use newer technologies, while making sure that they actually serve their purpose of enhancing learning? This is the main ques9on I seek to address, and to do so, I will be presen9ng a case study of my own research-based edtech design and development process for a simula9on applica9on that introduces physics concepts using augmented reality (AR). In demonstra9ng my own process, I hope to encourage more designs in the future that are grounded in research insights to ensure that they benefit the users that they are intended for - in edtech and beyond.&lt;/Abstract>
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