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Code, Jillianne; Zap, Nick – Journal of Interactive Learning Research, 2017
The key to education reform lies in exploring alternative forms of assessment. Alternative performance assessments provide a more valid measure than multiple-choice tests of students' conceptual understanding and higher-level skills such as problem solving and inquiry. Advances in game-based and virtual environment technologies are creating new…
Descriptors: Educational Technology, Technology Uses in Education, Alternative Assessment, Evaluation Methods
Cochrane, Thomas; Narayan, Vickel; Antonczak, Laurent – Journal of Interactive Learning Research, 2016
Smartphones provide a powerful platform for augmented reality (AR). Using a smartphone's camera together with the built in GPS, compass, gyroscope, and touch screen enables the real world environment to be overlaid with contextual digital information. The creation of mobile AR environments is relatively simple, with the development of mobile AR…
Descriptors: Telecommunications, Handheld Devices, Photography, Geographic Information Systems
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
Young, William, II; Franklin, Teresa; Cooper, Tessa; Carroll, Stephen; Liu, Chang – Journal of Interactive Learning Research, 2012
In an age of technological advancement, video games have been found to be effective teaching aids in middle school science classrooms. A National Science Foundation (NSF) project at Ohio University, known as STEAM, (Science and Technology Enrichment for Appalachian Middle Schoolers), has examined Second Life as a curriculum aid through the design,…
Descriptors: Video Games, Middle Schools, Secondary School Science, Educational Games
Sullivan, Florence R. – Journal of Interactive Learning Research, 2009
This article argues for the use of self-study as a research methodology for learning technology scholars to advance knowledge and improve practice in the use of emerging technologies in the classroom. It reports on a self-study conducted on the use of the Second Life multi-user virtual environment (MUVE) in a graduate level seminar entitled…
Descriptors: Virtual Classrooms, Independent Study, Educational Media, Educational Theories
Cassady, Jerrell C.; Kozlowski, Alison; Kornmann, Mark – Journal of Interactive Learning Research, 2008
Creating authentic digital learning experiences associated with classic field trip locations is a growing educational practice. One form of this developing field of educational programming is an electronic field trip, which involves student activities, teacher curriculum, and a live broadcast from the target location. This study provides the first…
Descriptors: Field Trips, Educational Practices, Parks, Programming