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Showing 1 to 15 of 75 results Save | Export
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Bruce Mann – Journal of Interactive Learning Research, 2025
In this study, temporal speech cues were integrated into online curriculum to solve non-routine problems in curricular multimedia. Teachers-in-training (n=56) were randomly assigned to one of three treatment conditions. It was expected that participants in the temporal speech cues condition would be more likely to solve problems than those in the…
Descriptors: Articulation (Speech), Cues, Multimedia Instruction, Multimedia Materials
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Pizzolla, Ilaria; Aro, Rania; Duez, Pierre; De Lièvre, Bruno; Briganti, Giovanni – Journal of Interactive Learning Research, 2023
In the last decades, the medical practice has been facing noteworthy transformations driven by the advancement of innovative technologies and Artificial Intelligence (AI). This rapid and widespread transition generated the increasing need for an adequate education curriculum, capable of properly teaching medical students about the prospects and…
Descriptors: Artificial Intelligence, Educational Technology, Medical Education, Foreign Countries
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Barbara Hall; Tasha Whye – Journal of Interactive Learning Research, 2023
Intersubjectivity is the representation of knowledge construction achieved through a synergistic progression from individual contributions to sequences of interdependent contributions. Repair is a conversational strategy that consists of sequences of interaction contributing to the development of intersubjectivity thereby establishing mutual…
Descriptors: Asynchronous Communication, Online Courses, Discussion (Teaching Technique), Computer Mediated Communication
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William Cain – Journal of Interactive Learning Research, 2023
As education, technology, and society become ever more intertwined with emerging forms of artificial intelligence (AI), the need to comprehend the potential consequences of its integration has reached a critical juncture. This study seeks to address this need by exploring emerging, formative tensions in the integration of AI in educational…
Descriptors: Artificial Intelligence, Technology Integration, Ethics, Data
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Tornqvist, Dominicus; Wen, Lian; Tichon, Jennifer; Bai, Guangdong – Journal of Interactive Learning Research, 2021
There is a healthy research community focused on individual differences to tailor serious games for maximum effect for each person. But there is a comparative lack of research on the scalability of serious games for maximising knowledge saturation in a population. Scalability is critical in many real applications. The authors detail this neglected…
Descriptors: Educational Games, Individual Differences, Learning Processes, Discovery Learning
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Braad, Eelco; Degens, Nick; Barendregt, Wolmet; IJsselsteijn, Wijnand – Journal of Interactive Learning Research, 2021
Learner metacognition can positively impact learning. However, little is known about how to effectively design gamebased learning environments such that metacognition is promoted in learners. Previous research does not provide sufficiently structured and empirically verified insights for designers and researchers to make informed design decisions.…
Descriptors: Game Based Learning, Metacognition, Decision Making, Teaching Methods
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Susie Gronseth; Amani Itani; Kathryn Seastrand; Bettina Beech; Marino Bruce; Thamar Solorio; Ioannis Kakadiaris – Journal of Interactive Learning Research, 2025
This study examines the design, implementation, and evaluation of a Digital Educational Escape Room (DEER) titled "Escape from the Doctor's Office," developed to enhance artificial intelligence/machine learning (AI/ML) literacy. Grounded in constructivist pedagogy and behaviorist principles, the DEER was designed using the ADDIE…
Descriptors: Educational Games, Artificial Intelligence, Technological Literacy, Teamwork
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McMahon, Mark; Garrett, Michael – Journal of Interactive Learning Research, 2016
The ability to assess learning hinges on the quality of the instruments that are used. This paper reports on the first stage of the design of software to assist educators in ensuring assessment questions meet educational outcomes. A review of the literature within the field of instructional psychology was undertaken with a view towards…
Descriptors: Outcomes of Education, Cognitive Processes, Design, Computer Software
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Panke, Stefanie; Harth, Thilo – Journal of Interactive Learning Research, 2019
The paper discusses design thinking as a conceptual framework and methodological approach for fostering discussion and facilitating ideas that promote diversity and inclusion. We provide a theoretical overview of design thinking and related approaches to then discuss our case study, a workshop on inclusive community development that brought…
Descriptors: Design, Diversity, Inclusion, Teamwork
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Mojarad, Shirin; Baker, Ryan S.; Essa, Alfred; Stalzer, Steve – Journal of Interactive Learning Research, 2021
Despite the importance of replication, it remains rare in the interactive learning research community. In this paper, we attempt to replicate recent quasi-experimental results suggesting that the ALEKS intelligent tutoring system is effective at improving student course outcomes in higher education (Mojarad et al., 2018). In this paper, we conduct…
Descriptors: Intelligent Tutoring Systems, Replication (Evaluation), Probability, Quasiexperimental Design
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Rauschenberger, Maria; Willems, Andreas; Ternieden, Menno; Thomaschewski, Jörg – Journal of Interactive Learning Research, 2019
Gamification is an established concept to apply game elements in different contexts to engage and motivate users. Gamification has been successfully used in various use cases and applications as well as general frameworks have been established. To support the design of learning environments in order to improve students' engagement and motivation,…
Descriptors: Computer Games, Student Motivation, Guidelines, Learner Engagement
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Lim, Kyu Yon; Lim, Ji Young; Park, Min Jeong; Hato, Anita Emefa; Kim, Yoon Jin; Eur, Jeongin – Journal of Interactive Learning Research, 2020
Computer-supported Collaborative Learning (CSCL) is an educational approach that provides not only theoretical but also practical contributions for learners, researchers, and practitioners. South Korea is a leading country in ICT development in Asia, but collaboration is often impeded by its cultural background, shared with other Asian countries.…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Educational Research, Foreign Countries
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Baha, Kamal; Shishido, Makoto – Journal of Interactive Learning Research, 2022
This study focused on the development of the word level classification vocabulary learning (WCVL) system and the measurement of its effectiveness in terms of the potential of the system and learners' improvement in learning English material through the WCVL system. There are many ways to improve reading comprehension for those learning English as…
Descriptors: Vocabulary Development, Classification, Instructional Effectiveness, Second Language Learning
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DeMara, Ronald F.; Salehi, Soheil; Hartshorne, Richard; Chen, Baiyun; Saqr, Eman – Journal of Interactive Learning Research, 2019
The Group Learning At Significant Scale (GLASS) approach was developed to increase the scalability and efficacy of student design teams during large class sessions. GLASS utilizes freely available technology-mediated collaboration tools to facilitate instructional delivery, autograded assessment, and review of teams, alongside an innovative…
Descriptors: Cooperative Learning, Group Activities, Design, Engineering Education
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Alzahrani, Saad – Journal of Interactive Learning Research, 2021
This article presents a systematic instructional design procedure to develop a Computer-Assisted Vocabulary Acquisition (CAVA) software in a consistent and reliable way. The design process involves ADDIE fundamental elements: Analyse, Design, Development, Implementation, and Evaluation. This article will describe in detail each of the five ADDIE…
Descriptors: Computer Assisted Instruction, Instructional Design, Teaching Methods, Vocabulary Development
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