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Showing 1 to 15 of 35 results Save | Export
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Oravec, Jo Ann – Journal of Interactive Learning Research, 2023
Cheating is a growing academic and ethical concern in higher education. The technological "arms race" that involves cheating-detection system developers versus technology-savvy students is attracting increased attention to cheating issues; it is also generating iterations of technological innovations as corporations, higher educational…
Descriptors: Artificial Intelligence, Cheating, Educational Technology, Ethics
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Insook Han; Timothy Patterson; Hyangeun Ji; Joseph Eisman – Journal of Interactive Learning Research, 2024
This study explored the use of immersive virtual reality enhancing university students' presence and empathy in relation to their immersive tendencies. With a first-person narrative delivered through a head-mounted display, a high-immersion virtual reality (VR) was expected to provide engaging embodied experiences, impacting the way students…
Descriptors: Computer Simulation, Empathy, Experiential Learning, Visual Aids
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Mikkel Godsk; Pernille Risør Elving – Journal of Interactive Learning Research, 2024
The article provides an answer to the question: 'How can ChatGPT be used as an educational technology for learning?' by identifying its educational benefits and downsides for teaching and learning as seen from the educators' perspective. To answer this question a mixed methods case study was carried out in the context of two workshops involving a…
Descriptors: Artificial Intelligence, Computer Software, Synchronous Communication, Learning Processes
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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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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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Chen, Ching-Huei – Journal of Interactive Learning Research, 2017
Students' cognitive states can reflect a learning experience that results in engagement in an activity. In this study, we used electroencephalography (EEG) physiologically based methodology to evaluate students' levels of attention and relaxation, as well as their learning performance within a traditional and game-based learning context. While no…
Descriptors: Learning Processes, Physiology, Measurement Equipment, Attention
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Kyei-Blankson, Lydia; Ntuli, Esther; Donnelly, Heather – Journal of Interactive Learning Research, 2019
With the growing trends in favor of online course offerings in higher education, it is important that researchers continue to focus on investigating the components vital to effectiveness. Using a survey design, the elements of interaction and presence, and their relationship and influence on student learning in an online course is examined in the…
Descriptors: Online Courses, Interaction, Higher Education, Student Attitudes
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Heller, Bob – Journal of Interactive Learning Research, 2017
The unstructured conversations of students who chatted with Freudbot in his Second Life virtual office over a 32-month period were examined in order to better understand the nature of the virtual relationship between students and conversational agents (CA) as historical figures. This research builds on past work that examined these conversations…
Descriptors: Computer Simulation, Computer Mediated Communication, Teaching Methods, Discourse Analysis
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Soylu, Firat; Holbert, Nathan; Brady, Corey; Wilensky, Uri – Journal of Interactive Learning Research, 2017
In this paper we present a learning design approach that leverages perspective-taking to help students learn about complex systems. We define perspective-taking as projecting one's identity onto external entities (both animate and inanimate) in an effort to predict and anticipate events based on ecological cues, to automatically sense the…
Descriptors: Perspective Taking, Instructional Design, Learning Processes, Systems Approach
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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
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Akbari, Elham; Naderi, Ahmad; Yazdi, Mahdi Hosseinzadeh; Simons, Robert Jan; Pilot, Albert – Journal of Interactive Learning Research, 2016
Despite the potential of social networks in formal learning, there should be more knowledge on the students and teachers attitudes toward such technology and more recent information in the context of the actual educational situation. The Technology Acceptance Model (TAM) was used. The instruments included a questionnaire investigate the attitudes…
Descriptors: Student Attitudes, Teacher Attitudes, Social Networks, Predictor Variables
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Larsen, Lasse Juel – Journal of Interactive Learning Research, 2012
This paper puts forward a new design perspective for game-based learning. The general idea is to abandon the long sought-after dream of designing a closed learning system, where students in both primary and secondary school could learn--without the interference of teachers--whatever subject they wanted while sitting in front of a computer. This…
Descriptors: Educational Environment, Portfolios (Background Materials), Teaching Methods, Reflection
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Cho, Moon-Heum; Demei, Shen; Laffey, James – Journal of Interactive Learning Research, 2010
The purpose of this study was to determine the extent to which students' self-regulated learning predicts peer social presence, instructor social presence, sense of connectedness, and sense of learning in asynchronous online learning environments. Self-regulated learning has been measured with self-regulation for learning tasks (SRLT) and…
Descriptors: Electronic Learning, Computer Mediated Communication, Online Courses, Interaction
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Verpoorten, Dominique; Westera, Wim; Specht, Marcus – Journal of Interactive Learning Research, 2011
This paper provides a theoretical framework for "reflection amplifiers" that are used in online courses. Such reflection amplifiers are intervention techniques that aim at provoking reflective practices in learning, in order to enhance the quality and effectiveness of learning and promote meta-cognition. A literature survey identified a sample of…
Descriptors: Intervention, Educational Objectives, Educational Practices, Classification
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Dalgarno, Barney; Kennedy, Gregor; Bennett, Sue – Journal of Interactive Learning Research, 2010
This paper reviews existing methods used to address questions about interactivity, cognition and learning in multimedia learning environments. Existing behavioural and self-report methods identified include observations, audit trails, questionnaires, interviews, video-stimulated recall, and think-aloud protocols. The limitations of these methods…
Descriptors: Multimedia Instruction, Brain, Neurology, Neurological Organization
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