Faculty (Instructional Technology and Learning Sciences); Director, Center for Open and Sustainable Learning (COSL) and IDIAS Institute, Utah State University
Dr. Brett E. Shelton is a Professor of Educational Technology at Boise State University, with a concurrent leadership role serving as Interim Department Head in Educational Leadership, Research, and Technology. His work examines vision, perception, and cognition to inform the design and assessment of innovative technologies for learning, including educational gaming, AR/VR learning environments, instructional simulations, esports in education, open education, and learning analytics. Prior to joining Boise State in 2013, he was on the faculty at Utah State University where he directed the Center for Open and Sustainable Learning (COSL) and the IDIAS Institute. He earned a Ph.D. in Curriculum and Instruction (educational technology and cognitive studies) from the University of Washington, an M.T. in Industrial Management and Supervision (computer graphics and multimedia) from Arizona State University, and a B.S. in Computer Engineering from the University of Idaho.
Interactive Learning Environments • Journal
Proposes time and location entropy measures to characterize learners’ spatio‑temporal study patterns in an online course (n=5,293). High location–high time entropy groups (many places, many times) had the lowest success; students studying at more consistent times and in fewer locations performed better, with gender‑related differences observed.
Interactive Learning Environments • Journal
Introduces time and location entropy to quantify ‘anytime, anywhere’ behavior using metadata from 5,293 students. High time‑and‑location entropy was associated with lower success; students studying at consistent times and fewer locations—particularly females in this cohort—showed higher performance. Results nuance assumptions about flexibility and success in online learning.
Behaviour and Information Technology • Journal
Synthesizes eight review papers from a corpus of 901 learning analytics publications to identify field maturity, emphases, and gaps. LA is in an early‑majority stage, with many conceptual/proof‑of‑concept works; small datasets (especially in K–12) predominate. Four major topics are highlighted: performance prediction, decision support, behavior detection/learner modeling, and dropout prediction.
IEEE Transactions on Learning Technologies • Journal
Introduces a multistage predictive modeling method and evaluates it with large K–12 and higher‑education datasets. The approach achieved higher overall accuracy and sensitivity than a traditional model and identified two generalizable predictors across instruction‑ and discussion‑intensive courses.
IEEE Transactions on Learning Technologies • Journal
To address gaps in performance prediction research, the paper proposes a multistage predictive modeling method emphasizing relative engagement. Using datasets from higher education and a K‑12 online school (13,368 students across 300+ courses), the approach outperformed traditional models on accuracy and sensitivity and identified two generalizable engagement predictors across instruction‑ and discussion‑intensive courses.
Distance Education • Journal
This study modeled early warning indicators of at‑risk students using learning‑management‑system interaction data. Analyses explored whether a holiday‑period effect contributes to failure and compared frequency of interaction versus amount of interaction as predictors. Findings suggest frequency of interaction is a preferable indicator for identifying students needing support.
Distance Education • Journal
Early‑warning approaches for at‑risk online learners are developed using LMS interaction data as indicators of social presence and engagement. Testing a prior “holiday effect” hypothesis, a new model emphasizing interaction frequency (rather than amount) is proposed as a more effective early predictor of risk.
Distance Education • Journal
Focusing on early‑warning for at‑risk online learners, the study modeled student interaction data from LMS logs as indicators of social presence. It tested the hypothesis of a holiday‑effect and compared frequency‑based interaction indicators, showing that interaction frequency is a better predictor of at‑risk status than aggregate amounts, informing timely instructional interventions.
International Journal of Mobile and Blended Learning • Journal
Reports an ecologically valid implementation of GeePerS*Math, a GPS‑enabled mobile game for DHH learners. Teacher and student interviews/surveys indicated positive attitudes and transfer of skills to traditional curriculum, with additional outcomes such as orienteering gains and peer tutoring informing future design iterations.
Educational Technology Research and Development • Journal
Describes the design, development, and classroom implementation of an interactive‑fiction game for a 9th‑grade poetry unit, guided by an alignment principle between gameplay activity and instructional objectives. Findings show the approach created design tensions but also benefits; classroom transcripts and interviews highlighted where intentional alignments succeeded and failed.
Instructional Science • Journal
Qualitative analysis of gameplay across six titles (three with explicit learning goals) explored presence and flow in immersive learning environments. Contrary to assumptions about camera perspective, emergent categories—content, emotion, motivation, engagement—exerted more influence on presence/flow than viewpoint alone.
Computer Assisted Language Learning • Journal
Mixed‑methods study using an interactive‑fiction (IF) game to teach German vocabulary, reading, and cultural knowledge. Evidence suggests contextualized, immersive role play can aid learning, though many students were apprehensive about IF as a learning platform due to its departure from traditional instruction.
Technology, Instruction, Cognition and Learning • Journal
Conceptual and empirical argument that first-person, manipulative AR interfaces leverage proprioception and visuo‑motor processes to support spatial knowledge acquisition. Reviews properties that distinguish AR from conventional visualization and synthesizes findings indicating cognitive advantages of AR for learning dynamic spatial relationships.
UbiComp 2004: Ubiquitous Computing (LNCS) • Conference
Reports design and in‑situ evaluation of CareNet, an ambient display to support elders’ local care networks. Field deployments documented usage patterns and impacts on elders and caregivers, yielding design lessons for improving ambient displays for this growing user community.
The Design and Use of Simulation Computer Games in Education (Sense Publishers) • Chapter
Articulates a design principle for aligning learners’ in‑game activities with instructional goals and discusses implications for setting objectives, structuring gameplay, and managing tensions between entertainment and pedagogy in educational game design.
The First IEEE International Augmented Reality Toolkit Workshop • Conference
Application-oriented study using ARToolkit to teach Earth–Sun concepts (rotation/revolution, solstice/equinox, seasonal light/temperature) to undergraduates. With more than 30 participants, results showed significant gains in understanding and reduced misconceptions after an AR exercise, suggesting benefits from learner control over the timing and manner of manipulating 3D virtual objects.