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Cherner, Todd; Halpin, Peter – Journal of Interactive Learning Research, 2021
Virtual reality (VR) is an emerging technology that is gaining traction in K12 education. Whereas well-designed and engaging VR experiences may be considered educational, teacher educators with content-area expertise are uniquely positioned to analyze the actual content provided by those experiences when determining VR's educational value.…
Descriptors: Content Analysis, Computer Software, Computer Simulation, Preservice Teachers
Ferdig, Richard E.; Pytash, Kristine E.; Kosko, Karl W.; Memis, Riza; Ryan, Kelli; Dunlosky, John – Journal of Interactive Learning Research, 2017
This study set out to examine two important aspects of the use of eWriters by early elementary students. First, it explored the impact of eWriters on literacy motivation and self efficacy of students in Pre-Kindergarten, Kindergarten, and First grade. Second, it explored if and how the technology implementation would affect parent and teacher…
Descriptors: Self Efficacy, Parent Teacher Cooperation, Elementary School Students, Preschool Education
Eteokleous, Nikleia; Pavlou, Victoria; Tsolakidis, Simos – Journal of Interactive Learning Research, 2015
As a way to respond to the contemporary challenges for promoting multiliteracies and multimodality in education, the current study proposes a theoretical framework--the multiliteracies model--in identifying, developing and evaluating multimodal material. The article examines, first theoretically and then empirically, the promotion of…
Descriptors: Multiple Literacies, Computer Software, Technology Integration, Computer Uses in Education
Abrami, Philip; Borohkovski, Eugene; Lysenko, Larysa – Journal of Interactive Learning Research, 2015
This meta-analysis summarizes research on the effects of a comprehensive, interactive web-based software (AXXX) on the development of reading competencies among kindergarteners and elementary students. Findings from seven randomized control trials and quasi-experimental studies undertaken in a variety of contexts across Canada, Australia and Kenya…
Descriptors: Foreign Countries, Kindergarten, Young Children, Computer Assisted Instruction
Subrahmaniyan, Neeraja; Krishnaswamy, Swetha; Chowriappa, Ashirwad; Srimathveeravalli, Govindarajan; Bisantz, Ann; Shriber, Linda; Kesavadas, Thenkurussi – Journal of Interactive Learning Research, 2012
Research has shown that children with learning disabilities exhibit considerable challenges with visual motor integration. While there are specialized Occupational Therapy interventions aimed at visual motor integration, computer games and virtual toys have now become increasingly popular, forming an integral part of children's learning and play.…
Descriptors: Learning Disabilities, Educational Technology, Feedback (Response), Computer Software
Friedman, Rob; Saponara, Adam – Journal of Interactive Learning Research, 2008
In an attempt to hone the role of learners as designers, this study investigates the effectiveness of an instructional software application resulting from a design process founded on the tenets of participatory design, informant design, and contextual inquiry, as well as a set of established design heuristics. Collaboration occurred among learning…
Descriptors: Fantasy, Educational Technology, Pretests Posttests, College Students
Lim, Cher Ping; Teo, Yiong Hwee; Wong, Philip; Khine, Myint Swe; Chai, Ching Sing; Divaharan, Shanti – Journal of Interactive Learning Research, 2003
This article reports and discusses the findings of the collective case study of two primary schools in Singapore. It is part of a larger funded research project that examines and analyses where and how information and communication technologies (ICT) are integrated in Singapore schools to develop pupils' higher order thinking skills. The focus of…
Descriptors: Classroom Techniques, Information Technology, Foreign Countries, Thinking Skills
Otsuki, Yoko; Bandoh, Hirokazu; Kato, Naoki; Indurkhya, Bipin; Nakagawa, Masaki – Journal of Interactive Learning Research, 2004
This article presents a design of educational software employing group competition using a large interactive electronic whiteboard, and a report on its experimental use. Group competition and collaboration are useful methods to cultivate originality and communication skills. To share the same space, the same large screen, and face-to-face…
Descriptors: Student Motivation, Competition, Computer Software, Leadership Styles