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DeMara, Ronald F.; Salehi, Soheil; Hartshorne, Richard; Chen, Baiyun; Saqr, Eman – Journal of Interactive Learning Research, 2019
The Group Learning At Significant Scale (GLASS) approach was developed to increase the scalability and efficacy of student design teams during large class sessions. GLASS utilizes freely available technology-mediated collaboration tools to facilitate instructional delivery, autograded assessment, and review of teams, alongside an innovative…
Descriptors: Cooperative Learning, Group Activities, Design, Engineering Education
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Warren, Scott; Najmi, Anjum; Beck, Dennis – Journal of Interactive Learning Research, 2019
There is evidence that video games can promote an inquiry-based and dynamic form of lifelong learning. For example, video games have been shown to support problem-solving processes, developing critical thinking skills, and foster the communication skills necessary for civic engagement. This study examined how scholarship is informed through…
Descriptors: Video Games, 21st Century Skills, Computer Literacy, Teaching Experience
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Walker, Andrew; Shelton, Brett E. – Journal of Interactive Learning Research, 2008
The overwhelming success of the commercial game market has brought increased attention to emerging work in educational game design. Much of the existing work in educational games has a strong similarity to the field of Problem-Based Learning (PBL), which has a rich history of conceptual literature as well as empirical investigations. Despite…
Descriptors: Investigations, Educational Games, Problem Based Learning, Teaching Methods
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Hung, David – Journal of Interactive Learning Research, 2002
Reviews the foundational principles of situated cognition and substantiates its theoretical underpinnings with a transactional worldview; draws connections between situated cognition and problem-based learning; and draws implications from situated cognition and problem-based learning to learning and instruction with technology. Suggests that…
Descriptors: Learning Processes, Problem Based Learning, Social Influences, Technology Uses in Education
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Ertmer, Peggy A.; Glazewski, Krista D.; Jones, Donna; Ottenbreit-Leftwich, Anne; Goktas, Yuksel; Collins, Kelly; Kocaman, Aslihan – Journal of Interactive Learning Research, 2009
Despite the challenges inherent in adopting problem-based learning (PBL) in the middle school classroom, successful PBL teachers are able to find suitable solutions. In this exploratory study we examined the perceptions and practices of five successful middle school PBL teachers regarding the specific difficulties encountered with PBL and the…
Descriptors: Middle Schools, Problem Based Learning, Academic Standards, Learning Processes
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Li, Rui; Liu, Min – Journal of Interactive Learning Research, 2007
The purpose of this study is to examine the potential of using computer databases as cognitive tools to share learners' cognitive load and facilitate learning in a multimedia problem-based learning (PBL) environment designed for sixth graders. Two research questions were: (a) can the computer database tool share sixth-graders' cognitive load? and…
Descriptors: Grade 6, Multimedia Instruction, Databases, Problem Based Learning
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Friedman, Robert S.; Deek, Fadi P. – Journal of Interactive Learning Research, 2002
Discusses how the design and implementation of problem-solving tools used in programming instruction are complementary with both the theories of problem-based learning (PBL), including constructivism, and the practices of distributed education environments. Examines how combining PBL, Web-based distributed education, and a problem-solving…
Descriptors: Computer Science Education, Constructivism (Learning), Problem Based Learning, Problem Solving
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Lee, Miyoung; Kim, Dong-Sik – Journal of Interactive Learning Research, 2005
Web-based collaborative Problem-Based Learning (PBL) environments have great potential for learner improvement in solving ill-structured problems in practical situations. Web-based environments, however, offer learners relatively few chances to solve problems through face-to-face interactions compared to traditional classrooms, thereby making it…
Descriptors: Teaching Methods, Internet, Problem Based Learning, Problem Solving
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Williams van Rooij, Shahron – Journal of Interactive Learning Research, 2007
This study examined the impact of two Problem-Based Learning (PBL) approaches on knowledge transfer, problem-solving self-efficacy, and perceived learning gains among four intact classes of adult learners engaged in a group project in an online undergraduate business research methods course. With two of the classes using a text-only PBL workbook…
Descriptors: Problem Based Learning, Information Transfer, Problem Solving, Self Efficacy
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Simons, Krista D.; Klein, James D.; Brush, Thomas R. – Journal of Interactive Learning Research, 2004
This article reports on a case study conducted to examine the instructional strategies utilized, teacher and student attitudes, and student achievement when a sixth-grade teacher and her 19 students implemented a hypermedia, problem-based learning unit. Results revealed that the teacher used questioning, peer support, group and individual…
Descriptors: Educational Strategies, Hypermedia, Problem Based Learning, Units of Study
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Pedersen, Susan – Journal of Interactive Learning Research, 2003
Examine students' motivational orientation (intrinsic/extrinsic) during problem-based learning (PBL), comparing it to their orientation during typical class activities. Participants were regular education students who used "Alien Rescue," a computer-based PBL program designed for sixth grade science. Implications of the findings for…
Descriptors: Computer Assisted Instruction, Computer System Design, Elementary Secondary Education, Higher Education
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Liu, Min; Hsieh, Peggy (Pei-Hsuan); Cho, Yoonjung; Schallert, Diane – Journal of Interactive Learning Research, 2006
This study examined the effect of a computer-enhanced problem-based learning (PBL) environment on middle school students' learning, investigating the relationship among students' self-efficacy, attitude toward science, and achievement. As Bandura defined it (1986), self-efficacy refers to the beliefs people have about whether or not they can…
Descriptors: Middle School Students, Self Efficacy, Academic Achievement, Computer Assisted Instruction