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Frazee, James; Guarcello, Maureen; Hauze, Sean; Woodbury, David – Journal of Interactive Learning Research, 2022
Development of Open Educational eXtended Reality (OEXR) resources was driven by a need to provide anatomy models for faculty and students for whom access to formaldehyde-preserved specimens was challenging or impossible due to medical conditions, pregnancy, and other factors that limited access to the lab and the lessons. The OEXR virtual assets…
Descriptors: Open Educational Resources, Computer Simulation, Distance Education, Program Implementation
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Shaya, Nessrin M.; Madani, Rehaf A.; Mohebi, Laila M. B. – Journal of Interactive Learning Research, 2023
This study developed and empirically tested a theoretical model to predict the factors affecting students' acceptance and behavioral intentions toward using mobile learning (m-learning) in United Arab Emirates (UAE). The present study explored the behavioral intention to use m-learning from the angle of consumers by applying the extended Unified…
Descriptors: Higher Education, Intention, Student Behavior, Information Technology
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Bovermann, Klaudia; Bastiaens, Theo – Journal of Interactive Learning Research, 2019
This study investigated the use of gamification in blended learning for a bachelor's degree class in educational technology. Points and leaderboards in class were implemented to research the influence on intrinsic motivation and collaborative learning. In the quantitative part, comparative data was collected in a between-groups design. Forty-six…
Descriptors: Game Based Learning, Blended Learning, Undergraduate Students, Cooperative Learning
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Kang, Myunghee; Hahn, Jungsun; Chung, Warren – Journal of Interactive Learning Research, 2015
The Technology Enhanced Student Centered Learning (TESCL) Model in this study presents the core factors that ensure the quality of learning in a technology-supported environment. Although the model was conceptually constructed using a student-centered learning framework and drawing upon previous studies, it should be validated through real-world…
Descriptors: Educational Technology, Student Centered Curriculum, Educational Environment, Models
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Cho, Moon-Heum; Summers, Jessica – Journal of Interactive Learning Research, 2012
The purpose of this study was to investigate the factor validity of the Motivated Strategies for Learning Questionnaire (MSLQ) in asynchronous online learning environments. In order to check the factor validity, confirmatory factor analysis (CFA) was conducted with 193 cases. Using CFA, it was found that the original measurement model fit for…
Descriptors: Measures (Individuals), Learning Strategies, Factor Analysis, Validity
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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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Son, Chanhee; Park, Sanghoon; Kim, Minjeong – Journal of Interactive Learning Research, 2011
This study compared linear text-based and non-linear hypertext-based instruction in a handheld computer regarding effects on two different levels of knowledge (declarative and structural knowledge) and learner motivation. Forty four participants were randomly assigned to one of three experimental conditions: linear text, hierarchical hypertext,…
Descriptors: Handheld Devices, Instructional Materials, Text Structure, Hypermedia
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Kim, Kyong-Jee – Journal of Interactive Learning Research, 2009
Learner motivation is a key to effective instruction and is critical to creating a successful online learning environment; yet, there is a paucity of theory and empirical research on how to create a motivating online learning environment. The purpose of the present study was to explore and describe the experiences of adult learners in a…
Descriptors: Instructional Design, Online Courses, Adult Learning, Adult Students
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Chang, Chih-Wei; Chen, Gwo-Dong – Journal of Interactive Learning Research, 2010
Elementary school is the critical stage during which the development of listening comprehension and oral abilities in language acquisition occur, especially with a foreign language. However, the current foreign language instructors often adopt one-way teaching, and the learning environment lacks any interactive instructional media with which to…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
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Foster, Aroutis – Journal of Interactive Learning Research, 2008
Game-based learning and designing has become a hot topic in educational technology. It is believed that video gaming is one way to get students engaged in learning complex and ill-structured material, holistic learning, and preparing learners for 21st century jobs. However, beyond engagement, games may also be used for learning and developing…
Descriptors: Educational Games, Science Interests, Learning Motivation, Educational Technology
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Bhattacharya, Madhumita; Chatterjee, Ranajit – Journal of Interactive Learning Research, 2000
Proposes a methodology for collaborative innovation, which leads to cognitive development. Topics include a systems approach to lifelong learning; distributed cognition versus collaborative innovation activities; motivation for lifelong learning; creativity and interaction; the role of the Internet; and fuzzy set theory and assessment of cognitive…
Descriptors: Cognitive Development, Cooperation, Creativity, Evaluation Methods
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Liu, Min; Hsiao, Yu-Ping – Journal of Interactive Learning Research, 2002
Investigated the effects on middle school students of designing their own multimedia materials, including design knowledge, cognitive strategy, and motivation toward learning. Presents a theoretical framework, including project-based learning; describes questionnaires used; and discusses task ranking, planning and storyboarding, time management,…
Descriptors: Learning Motivation, Middle School Students, Middle Schools, Multimedia Materials
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Stoney, Sue; Oliver, Ron – Journal of Interactive Learning Research, 1998
Discusses the eight learner attributes of immersion, reflection, play and flow, collaboration, learner control, curiosity, fantasy, and challenge, which were identified as being important in bringing about motivation and engagement in adult learners. Describes the interactive multimedia learning environment, "Principles of Financial Investment,"…
Descriptors: Adult Education, Adult Learning, Computer Software Development, Cooperative Learning