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Aytaj Ismayilzada; Ayaz Karimov; Mirka Saarela – Journal of Interactive Learning Research, 2025
This systematic literature review explores learning analytics (LA) in serious games within virtual reality (VR) environments, focusing on studies from the International Conference on Learning Analytics and Knowledge (LAK) and the Journal of Learning Analytics (JLA). Conducted in two stages, the review identifies key domains where serious games in…
Descriptors: Educational Games, Computer Simulation, Technology Uses in Education, Instructional Effectiveness
Nancy Wolfe; Devon Duhaney – Journal of Interactive Learning Research, 2025
Podcasts are increasingly being used for educational purposes within and outside of the classroom. In the English as a New Language (ENL) classroom, podcasts have been used as a source of authentic auditory input to supplement traditional pedagogical materials. The creation of podcasts by learners has been widely used to encourage language…
Descriptors: Student Developed Materials, Educational Technology, Computer Mediated Communication, Computer Assisted Instruction
Anne Jaksa; Carlos Lopez; Cathie Norris; Clark Rodeffer; Gus Simiao; Elliot Soloway; Alena Zachery-Ross – Journal of Interactive Learning Research, 2024
The study investigates the impact of Roadmap-formatted curriculum on student reading growth in grades 3-5 in the Ypsilanti Community Schools (Ypsilanti, MI). Classrooms in grades 3-5 were divided into two groups: those using the Roadmap-formatted, commercially-provided curriculum and those using the same commercially-provided curriculum in…
Descriptors: Elementary School Students, Reading Achievement, Grade 3, Grade 4
Baker, Ryan; Wang, Feng; Ma, Zhenjun; Ma, Wei; Zheng, Shiyue – Journal of Interactive Learning Research, 2018
In this paper we evaluate the effectiveness of an adaptive online learning platform, designed to support Chinese students in learning the English language. The adaptive platform is studied in three studies, where the experimental platform is compared to an alternate, non-adaptive platform, with random assignment to conditions (the adaptive…
Descriptors: Foreign Countries, Online Courses, Educational Technology, Technology Uses in Education
Demir, Mustafa – Journal of Interactive Learning Research, 2018
Virtual Manipulatives (VMs) are computer-based, dynamic, and visual representations of mathematical concepts, provide interactive learning environments to advance mathematics instruction (Moyer et al., 2002). Despite their broad use, few research explored the integration of VMs into mathematics instruction (Moyer-Packenham & Westenskow, 2013).…
Descriptors: Manipulative Materials, Mathematics Instruction, Educational Technology, Technology Uses in Education
Ma, Yuxin; Williams, Doug; Prejean, Louise – Journal of Interactive Learning Research, 2014
Advocates of electronic educational games often cite the work on motivation to support the use of games in education. However, motivation alone is inadequate to facilitate learning. Many of the educational games that focused their game design solely on the motivational effect failed to be either educational or entertaining. Theory and research is…
Descriptors: Educational Games, Computer Games, Video Games, Instructional Effectiveness
Richardson, R. Thomas; Sammons, Dotty; Del-Parte, Donna – Journal of Interactive Learning Research, 2018
This study compared learning performance during and following AR and non-AR topographic map instruction and practice Two-way ANOVA testing indicated no significant differences on a posttest assessment between map type and spatial ability. Prior learning activity results revealed a significant performance difference between AR and non-AR treatment…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Simulated Environment
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
Henrickson, Jeni; Doering, Aaron – Journal of Interactive Learning Research, 2013
There is a recognized need for theoretical frameworks that can guide designers and educators in the development of engagement-rich learning experiences that incorporate emerging technologies in pedagogically sound ways. This study investigated one such promising framework, adventure learning (AL). Data were gathered via surveys, interviews, direct…
Descriptors: Focus Groups, Interviews, Surveys, Observation
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
Poole, Dawn – Journal of Interactive Learning Research, 2012
This study examined the impact of two approaches to use of student response systems (SRSs) on achievement in a study designed to better understand effective use of the devices. One condition was anonymous use of SRSs, in which graduate students selected a random clicker when entering the classroom. The second condition assigned devices to students…
Descriptors: Audience Response Systems, Classroom Communication, Classroom Techniques, Educational Technology
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
Chau, Juliana; Cheng, Gary – Journal of Interactive Learning Research, 2010
One innovative practice in higher education arising from advances in computer technology is the use of ePortfolio for learning and assessment. Although in theory ePortfolios are believed to yield benefits for learning, in practice ePortfolio use often leads to confusion and frustration. In this paper we ask: what is the relationship between…
Descriptors: Foreign Countries, Learning Theories, Second Language Learning, College Students
Alloway, Tracy – Journal of Interactive Learning Research, 2012
Background: Working memory is linked to learning outcomes and there is emerging evidence that training working memory can yield gains in working memory and fluid intelligence. Aims: The aim of the present study was to investigate whether interactive working memory training would transfer to acquired cognitive skills, such as vocabulary and…
Descriptors: Learning Problems, Outcomes of Education, Educational Objectives, Short Term Memory
Yuen, Timothy; Liu, Min – Journal of Interactive Learning Research, 2011
This paper presents a cognitive model of how interactive multimedia authoring (IMA) affect novices' cognition in object-oriented programming. This model was generated through an empirical study of first year computer science students at the university level being engaged in interactive multimedia authoring of a role-playing game. Clinical…
Descriptors: Feedback (Response), Programming, Cognitive Processes, Task Analysis
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