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Marzieh Ebrahimi; Dillon Simmons; J. Spencer Clark – Journal of Interactive Learning Research, 2023
The transformative potential of Virtual and Augmented Reality applications has sparked significant interest in educational contexts based on the exciting types of real-world learning experiences they can afford students to develop complex skills (Suryodiningrat et al., 2023). As an extension of Project LEAPES (a grant initiative aiming to promote…
Descriptors: Elementary Secondary Education, Learning Experience, Computer Simulation, Technology Uses in Education
Jarrar, Amani – Journal of Interactive Learning Research, 2022
This study aimed at analyzing the institutional and teachers' responsibilities during "the COVID-19 pandemic in terms of" developing distance learning in Jordanian Schools. For that, the researcher adopted the methodology of descriptive-analytical statistics by applying the questionnaire (study tool) to a sample size of (450) teachers…
Descriptors: Foreign Countries, Distance Education, Technology Integration, Teacher Role
Wearable Technologies in the K-12 Classroom -- Cross-Disciplinary Possibilities and Privacy Pitfalls
Engen, Bård Ketil; Giæver, Tonje H.; Mifsud, Louise – Journal of Interactive Learning Research, 2018
This qualitative study explored the opportunities and challenges of wearable computers for supporting learning activities. Specifically, we address the following: (1) whether, and if so how, wearable technologies can be used to support learning in and across different subjects and (2) concerns that wearables raise regarding cyber ethics. Our…
Descriptors: Elementary Secondary Education, Educational Technology, Technology Uses in Education, Electronics
Devers, Christopher J. – Journal of Interactive Learning Research, 2018
The purpose of this article is not to provide an exhaustive literature review of learning with mobile devices, but rather offer an overview of learning with mobile devices that provides context for this special issue and its manuscripts. Methodologically, we placed more emphases on experimental or quasiexperimental design when possible, as we felt…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
Shelton, Catharyn; Archambault, Leanna – Journal of Interactive Learning Research, 2018
Online teacherpreneurs are K-12 classroom teachers who engage in educational entrepreneurship, sharing their teaching ideas and resources virtually, through online marketplaces such as TeachersPayTeachers.com. A common practice among online teacherpreneurs is to collaborate virtually in private social media networks, where they build professional…
Descriptors: Technology Integration, Teachers, Elementary Secondary Education, Spanish
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
Watson, William; Yang, Sha – Journal of Interactive Learning Research, 2016
This study explored inhibiting factors teachers in the United States have encountered or perceived using games for instruction, and how teacher perceptions of barriers were influenced by their gender, teaching level and experience with using games. Initially, 15 teachers who had utilized games in the K-12 classroom were interviewed. Based on the…
Descriptors: Barriers, Educational Games, Gender Differences, Elementary Secondary Education
Ohlson, Matthew; Ehrlich, Suzanne; Lerman, Justin; Pascale, Amanda – Journal of Interactive Learning Research, 2017
Research shows that mentoring is a way to enhance learning teaching and learning outcomes. CAMP (Collegiate Achievement Mentoring Program) Osprey is a mentoring program where collegiate students serve as leadership mentors to at-risk K12 students. To overcome geographic and financial barriers faced by our high-poverty, urban and rural partners,…
Descriptors: Mentors, Elementary Secondary Education, Technology, Outcomes of Education
Matranga, Anthony; Silverman, Jason; Koku, Emmanuel; Klein, Valerie; Shumar, Wesley – Journal of Interactive Learning Research, 2020
Teacher professional development (PD) that supports the emergence of professional learning communities (PLCs) is effective for teachers' learning and instructional improvement. Our work focuses on supporting the emergence of online PLCs and an emergent issue in this work is how to maintain the quality of teachers' experiences in online PLCs when…
Descriptors: Faculty Development, Online Courses, Educational Technology, Program Effectiveness
Pellerin, Martine – Journal of Interactive Learning Research, 2018
This article examines the complexity of the affordances that mobile technologies offer in the K-12 educational context. It builds on an ecological perspective (Mercer, 2012; van Lier, 2008) informed by theories of dynamic systems and complexity (Larsen-Freeman & Cameron, 2008) to explore the concept of affordance as a complex and dynamic…
Descriptors: Affordances, Handheld Devices, Technology Uses in Education, Learner Engagement
Tang, Stephen; Hanneghan, Martin – Journal of Interactive Learning Research, 2011
Game-based learning harnesses the advantages of computer games technology to create a fun, motivating and interactive virtual learning environment that promotes problem-based experiential learning. Such an approach is advocated by many commentators to provide an enhanced learning experience than those based on traditional didactic methods.…
Descriptors: Computer Software, Educational Technology, Teaching Methods, Computer Uses in Education
Kenny, Robert; Gunter, Glenda – Journal of Interactive Learning Research, 2011
Video games are one of the fastest growing elements of informal, virtual learning. While their popularity in informal learning situations continues to grow, adoption in the K-12 classrooms remains stagnant. We attribute this to two separate but inter-related phenomena. Game designers and developers fail to incorporate important pedagogic…
Descriptors: Instructional Design, Video Games, Educational Games, Teaching Methods
Schrader, Claudia; Bastiaens, Theo – Journal of Interactive Learning Research, 2012
This article presents a review of existent literature that provides insight in the effectiveness of computer learning games. Based on this research, the effectiveness of games is illustrated in detail with regard to three current perspectives on games: design characteristics of games, the process of gameplay and the reflection of specific…
Descriptors: Computer Games, Educational Games, Design Requirements, Literature Reviews
Daher, Wajeeh – Journal of Interactive Learning Research, 2011
Researchers point at the importance of emotions and its study in mathematics education. This research examines middle school students' emotions during learning mathematics outdoors using the mobile phone. The constant comparison method was used to analyze 30 middle school students' emotions while carrying out 15 outdoor activities using the mobile…
Descriptors: Foreign Countries, Educational Technology, Middle School Students, Mathematics Education
Lim, Cher Ping – Journal of Interactive Learning Research, 2009
Several studies have shown the complexities that teachers faced when planning for instruction in technology enhanced learning environments (TELE). Although classroom-oriented instructional development (ID) models have the potential to help teachers think and plan for effective instruction with technology, teachers are often reluctant to use these…
Descriptors: Instructional Development, Guidelines, Teachers, Educational Technology
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