Shamila Janakiraman
Instructor
Learning Design and TechnologyCurriculum and Instruction
Dr. Shamila Janakiraman is a post-doctoral researcher and lecturer in the Learning Design and Technology program at Purdue University. At present she is working on developing a competency-based education model for computing education. Her research interests are in game-based learning, online teaching and learning, competency-based education, attitudinal learning, gamification, and education for sustainable development. Her dissertation research focused on the use of game-based learning to change attitudes in environmental sustainability education.
- Ph.D. in Learning Design & Technology, Purdue University, US
- M.S. in Learning Design & Technology, Purdue University, US
- M.B.A in Marketing Management, IGNOU, India
- B.E. in Electronics & Communication Engineering, India
- August 2021 – Present
Postdoctoral researcher and Lecturer, Learning Design & Technology, Purdue University
- January 2021 – July 2021
Visiting Faculty, Learning Design & Technology, Purdue University
- American Educational Research Association (AERA)
- Association for Educational Communications and Technology (AECT) – Co-coordinator of the International Division PD Committee
Selected Publications
- Janakiraman, S., Watson, S. L., & Watson, W. R. (In Press). Pre-Service Teachers’ Perceptions About Using Digital Games to Change Environment Related Attitudes and Behaviors: A Case Study. Learning, Design, and Technology. An International Compendium of Theory, Research, Practice, and Policy. Springer Nature.
- Richardson, J., Castellanos Reyes, D., Janakiraman, S., Shams Duha, M. (In Press). Developing a Digital Repository for Online Teaching and Learning Using Design-Based Research. TechTrends.
- Koehler, A., Cheng, Z., Fiock, H., Wang, H., Janakiraman, S., & Chartier, K. (2022). Examining students’ use of online case-based discussions to support problem solving: Considering individual and collaborative experiences. Computers & Education
- Janakiraman, S. (2021). Using digital games in virtual classrooms to make attitudinal learning motivating and engaging. In Handbook of Research on Transforming Teachers’ Online Pedagogical Reasoning for Engaging K-12 Students in Virtual Learning (pp. 236-258). IGI Global.
- Janakiraman, S., Watson, S.L., Watson, W.R., & Cheng, Z. (2021). Creating environmentally conscious engineering professionals through attitudinal instruction: A mixed methods study. Journal of Cleaner Production, 125957. https://doi.org/10.1016/j.jclepro.2021.125957
- Janakiraman, S., Watson, S.L., Watson, W.R., & Newby, T. (2021). Exploring the Effectiveness of Digital Games in Producing Attitudinal Learning in Environmental Sustainability Education: A Mixed Methods Study. Computers and Education. https://doi.org/10.1016/j.compedu.2020.104043
- Janakiraman, S., Watson, S.L., & Watson, W.R., (2021). Effectiveness of digital games in converting eco-awareness to pro-environmental behaviors when played collaboratively and individually: A mixed methods study in India. TechTrends, 1-17. https://doi.org/10.1007/s11528-020-00571-8
- Janakiraman, S., Watson, S.L., Watson, W.R., & Shepardson, D. (2021). Influence of digital games on pro-environmental attitudes and behaviors: A mixed methods study in India using the new ecological paradigm scale. Journal of Education for Sustainable Development, 15(1), 72-99.
- Janakiraman, S., Watson, W.R., & Watson, S.L., Bawa, P. (2019). Instructional strategies for producing attitude change in a multicultural education course: A qualitative case study. Journal of Educational Research and Practice, 9(1), 300-315. DOI:10.5590/JERAP.2019.09.1.21
- Watson, S. L., Watson, W. R., Janakiraman, S. & Richardson, J. (2017). A team of instructors’ use of social presence, teaching presence and attitudinal dissonance: An animal behavior and welfare MOOC. The International Review of Research in Open and Distributed Learning, 18 (2), 69-90. DOI: http://dx.doi.org/10.19173/irrodl.v18i2.2663