International Journal of  Learning Spaces Studies (IJLSS) 

Start of Publication: Winter 2022

Acceptance Rate: 70%

Rejected Submission: 30%

Submission of Initial Assessment: 5 days 

Submission of Final Decision: 90 days

No. of Volumes: 4

No. of Issues: 11

No. of Articles: 61

No. of Indexing Databases: 6

No. of Reviewers: 23

No. of Contributors: 145

Contributing Countries: 3

Article View: 24,410

PDF Download: 19,449

View Per Article: 400.16

PDF Download Per Article: 318.84

The International Journal of Learning Spaces Studies (IJLSS) (ISSN: 2980-8995) is an academic, peer-reviewed, open-access journal published quarterly that is being published by Ayande Amoozan-e-ATA (AAA). The journal aims to provide an international forum for researchers and practitioners to publish original and insightful articles. It encompasses a wide range of educational scopes including educational technology, technical and vocational education, innovations in education, language studies, instructional technology, student and residential life, web-based teaching and learning, digital curriculum, computer-assisted learning and assessment, computer-mediated communications, collaborative learning, distributed learning environments, sports education, interactive multimedia systems, education by simulations and games, virtual reality based learning systems, outdoor education, and medical education.

 

Journal Information:

Intellectual Property Rights (IPRs): All intellectual property rights of the articles belong to the author.
This publication is subject to the rules of the Ethics Committee for Publication (COPE) and follows the executive regulations of the Law on Prevention and Combating Fraud in Scientific Works.
Type of publishable articles: Scientific research articles
Release Sequence: Quarterly
Average article review time: 8-10 weeks
Plagiarism: iThenticate is used to prevent plagiarism.
Access to articles: Free
If the article has a sponsor or a provider of research credibility, it is mandatory to be included by the author.
Country of Publication: Iran
Publisher: Ayande Amoozan-e-ATA Company
Specialty: Educational Technology and related areas.
Release Start: Winter 2023
Article review and acceptance fee: Free
Type of review: Double-blinded peer review (2 reviewers)
Publish Fee: 35.000.000 Rials
Initial review period: Two weeks
Format: Electronic
Electronic ISSN: 2980-8995

outdoor education

Designing a Tourism Management Model for the Cultural Heritage and Tourism Organization of Khuzestan Province

Pages 1-18

https://doi.org/10.22034/lss.2026.576783.1065

Mehran Mohammadi Azad, Ali Kangarani Farahani, Seyed Rasoul Aghadavood

Abstract The study aims to design a tourism management model for the Cultural Heritage and Tourism Organization of Khuzestan Province. The present study is an applied-developmental study in terms of its purpose and is a cross-sectional survey study in terms of the method and time period of data collection. The statistical population of the present study was managers of different levels of the Cultural Heritage and Tourism Organization of Khuzestan Province. The qualitative part of the sampling method was based on non-probability sampling methods. In the quantitative phase of the research, a random stratified sampling method was used to validate the proposed research model. Given the exploratory, a semi-structured interview was used to collect the opinions and views of the experts of the National Iranian Oil Company regarding the identification of the indicators, components and dimensions of the research model. The qualitative method of grounded data analysis was used in ATLAS TI software. 6 main categories, 26 central categories and 160 primary codes were identified. Causal conditions include data management, information technology, employee status, tourist status and organizational structure. Contextual conditions include geographical location, tourism infrastructure, cultural heritage status, government conditions, and social culture. Intervening conditions include data analysis process, international conditions, management support, economic conditions, and advertising and marketing. Strategies include data-driven decision-making, improved financing, customer relationship management, tourism branding and cross-sectoral partnerships, organizational training and learning, and modeling from successful areas. Outcomes include revenue generation and profitability, sustainable regional development, tourist satisfaction, and improved tourism image.

collaborative learning

Designing a Model for Creating a Culture of Transformation in the Government Sector with a Modern Public Service Approach (Case Study: National Iranian Oil Company)

Pages 19-40

https://doi.org/10.22034/lss.2026.578316.1067

Bahman Laki, Ali Kangarani Farahani, Seyed Rasoul Aghadavood

Abstract This research aims to design a model for creating a culture of transformation in the public sector with a modern public service approach (case study: National Iranian Oil Company). The research is applied-developmental in terms of its purpose and survey-cross-sectional in terms of data collection method and time. Data were collected through semi-structured interviews with 15 managers and experts of the company, using purposive sampling until theoretical saturation was reached. Qualitative data analysis was performed with ATLAS.ti software and finally 5 main categories, 25 focal categories, and 176 initial codes were extracted. Causal conditions include environmental pressures, stakeholder expectations, the need for transparency, the development of digital technologies, and reduced organizational productivity. Contextual conditions include traditional administrative structure, bureaucratic culture, employee skill level, national macro policies, and existing technological infrastructure. Intervening conditions also include employee resistance, transformational leadership, support from senior policymakers, limited financial resources, and strategic inter-organizational interactions. The suggested strategies include empowering human resources, employing new technologies, institutionalizing transparency, developing organizational learning, and strengthening transformational leadership. The outcomes include increasing efficiency, improving service quality, strengthening public trust, reducing costs, and creating a competitive advantage for the government. The results show that realizing a culture of transformation requires synergy between causal, contextual, and intervening conditions and implementing appropriate strategies with continuous monitoring of results. Implementing this model can transform the National Iranian Oil Company into an innovative, responsive organization and a model of new governance in the public sector.

Educational Technology

Identification of Artificial Intelligence Tools in Learning and Human Resource Development: A Systematic Review

Pages 41-58

https://doi.org/10.22034/lss.2026.580603.1068

Zahra Azari, Esmaeil Azimi, Javad Hatami

Abstract Artificial intelligence is increasingly transforming learning and human resource development (HRD) by enhancing instructional design, personalized learning, performance analysis, and professional development. However, existing reviews have primarily classified AI according to underlying technologies rather than their functional roles in learning and HRD. This systematic review aimed to identify AI tools used in learning and HRD and develop a function-oriented taxonomy of their applications. Following the PRISMA 2020 guidelines, a systematic search was conducted across Scopus, Web of Science, and ScienceDirect. Twenty-five peer-reviewed studies published between 2007 and 2024 met the inclusion criteria. Methodological quality was assessed using the Mixed Methods Appraisal Tool (MMAT, 2018). AI technologies were first coded deductively using the framework of Votto et al. (2021), followed by an inductive thematic synthesis to develop a functional taxonomy. Natural language processing emerged as the dominant AI technology, while teacher professional development was the most frequently investigated application context. The analysis identified five functional categories of AI applications: instructional response and teaching analytics, natural language processing and text analytics, video processing, data management, and interactive and personalized learning. These findings indicate that AI primarily supports instructional feedback, reflective practice, adaptive learning, and evidence-informed decision-making across educational and organizational settings. This review contributes a function-oriented taxonomy that complements existing technology-based classifications and provides a practical framework for researchers, instructional designers, and HRD practitioners. It also highlights the limited evidence in organizational HRD and identifies priorities for future research on the implementation and long-term effectiveness of AI-supported learning environments.

distributed learning environments

The Poll Lab@Suan Dusit Poll Model: An Innovation in Experiential Learning

Volume 3, Issue 3, Summer 2025, Pages 35-52

https://doi.org/10.22034/lss.2025.543120.1043

Sukhum Chaleysub, Pornpan Buathong, Nongluck Chotevithayathanin, Suktip Suksai

Abstract This academic article presents the Poll Lab Model, an innovative practice-based learning approach developed by Suan Dusit Poll, Suan Dusit University. The model operates under the conceptual framework of "One World Library (OWL) to The University", which aims to transform university spaces into a learning ecosystem. The Poll Lab Model is grounded in five core principles, namely, experiential learning, knowledge sharing, collaborative learning, professional skill development, and the utilization of campus learning spaces. The model emphasizes the enhancement of Attitudes, Skills, and Knowledge (ASK) through hands-on practice, real data application, and expert engagement. It also aligns learning management with the Sustainable Development Goals (SDGs). An analysis of eight learning activities conducted in the Poll Lab space between July and December 2024, involving 181 participants, revealed statistically significant improvements in participants’ attitudes, skills, and knowledge. The overall satisfaction score averaged 4.56 out of 5, equivalent to 92.18%, indicating a high level of satisfaction. Key findings suggest that a practice-based learning environment that integrates real data, knowledge exchange, and interdisciplinary collaboration can enhance both learning outcomes and learner satisfaction. Additionally, this article compares the Poll Lab Model with international practices such as the MIT Media Lab, Stanford d.school, and the Learning Environments Applied Research Network (LEaRN) at the University of Melbourne. The comparison highlights the model’s potential for broader application in other higher education contexts.

Educational Technology

The Influence of Student Interaction on Sense of Community and Academic Performance in Blended Learning Courses in Selected Tanzania Universities

Volume 3, Issue 1, Winter 2025, Pages 19-30

https://doi.org/10.22034/lss.2024.444833.1016

Fred Yaredi Mgata, Mustapha Almasi, Zhang Zhu, Haruni Machumu, Egidius Rwechungura

Abstract Student interaction has been reported to be essential in enhancing students’ performance and sense of community, although it tends to differ across various variables. This study investigates students’ interaction in blended learning (BL) courses at two Tanzanian universities and how their interaction ultimately relates to a sense of community and academic performance. A total of 492 undergraduate students studying education, accounting and economics were involved. The data were collected using the interaction and sense of community scales, and student performance was obtained from coursework scores. Furthermore, the data analysis involved mean scores, regression and Kruskal Wallis Tests. The results of this study demonstrate that students’ characteristics, such as gender and ICT skills, did not result in any significant differences regarding interaction; only degree programmes were significant. Additionally, student interaction did not predict their academic performance but only predicted their sense of community. The findings of this study indicate that degree programmes influence student interaction. Additionally, student interaction positively contributes to a sense of community without impacting academic performance. Study contribution and implications are also discussed.

A Review on Articles Related to Effects and Factors Affecting Gamification

Volume 1, Issue 2, Autumn 2023, Pages 15-28

https://doi.org/10.22034/lss.2023.175762

Asma Yazdi, Javad Hatami

Abstract Purpose: Despite progress in the world, education has not changed much compared to previous years, and despite the variety of teaching methods, poor learning is one of the challenges in education. Applying educational games in teaching and learning can be a solution to this problem. In the last decade, research has been conducted around the world to evaluate the effectiveness of educational games. A review of the literature is needed to examine the effectiveness of serious games in education, as the number of studies on serious games is increasing and some studies have tried to meta-analyze this issue.
Method: For this purpose, the studies conducted on the effects of educational games are examined using the library method. Educational games, gamification, game, meta-analysis, and similar keywords were searched on Web of Science, Scopus, and Google Scholar, and 32 articles were selected and analyzed. The selected articles were reviewed in terms of positive findings, negative results, and effective factors in improving educational games.
Findings: The results indicate the effectiveness of educational environments in the game in increasing the learning, participation, and motivation of learners.
Conclusion: The present study tries to provide an overview of studies, especially meta-analytic studies in the field of game-making, although it was accompanied by limitations such as not reviewing studies published in a format other than journal articles and conferences. Research such as the present study can provide a broad perspective for the use and design of educational games in the educational process. 

sports education

Providing a New Framework for Improving Media Literacy and Dealing with Gender Discrimination in Women's Sports

Volume 3, Issue 2, Spring 2025, Pages 1-16

https://doi.org/10.22034/lss.2025.482347.1022

Mohammad saeid Kiani, Leila Nazari

Abstract This research provides a new framework for improving media literacy and dealing with gender discrimination in women's sports. With the aim of investigating this issue, the research was carried out using a descriptive and survey method in two parts, qualitative and quantitative. In the qualitative part, primary data was collected through interviews with female champions of Asia and the world and professors in the field of media management in sports. These interviews were conducted purposefully and by snowball method, and theoretical saturation was reached after 25 interviews. In the quantitative part, information was collected through questionnaires among female national athletes and physical education graduates and 450 valid questionnaires were analyzed. The results showed that media literacy, which includes information sources, media selection, honesty, responsibility, and compliance with social values, can affect the improvement of professional ethics in sports. These findings show that by teaching media literacy, a better management of gender discrimination in women's sports can be achieved.

Educational Technology

Investigation the Effect of Gamification on English Learning, Recall and Motivation: Digital or Face-to-face, which is more effective?

Volume 2, Issue 3, Summer 2024, Pages 16-31

https://doi.org/10.22034/lss.2023.397760.1007

Nasrin Mohammadhasani, Rahim Aghazadeh

Abstract Purpose: The present study aimed to compare the effects of digital and face-to-face gamification on learning, recall, and motivation of English vocabulary.
Method: We used the experimental method with a pre-test and post-test design. The statistical population of this research included all 7th-grade students in Heris City. The sample of the study were selected as available samples and after the pre-test were randomly assigned into two experimental groups (N:52): the first group used the digital form and the second group used the face-to-face form. The research tool was the researcher-made learning and recall test, as well as Keller's educational achievement motivation questionnaire.
Finding: The results of covariance and independent t-test indicated that there is no significant difference in the amount of learning and also there is no significant difference between the average scores of students in the recall test in the experimental groups (t= 0.93, sig= 0.44).  On the other hand, the results show a significant difference in the motivation test of the groups (t=2.64, sig=0.01). The students in the digital gamification group experienced more motivation during the experiment.
Conclusion: Although the result of this research shows the lack of a significant effect of gamification on learning in both face-to-face and digital forms, the results indicated that applying game-based learning in the digital form increased motivation. The different effects of Game-based instruction of the two groups on motivation and the effect of the game on learning and the positive self-concept of learning is a valuable and practical finding.

web-based teaching and learning

Survey of students' satisfaction with new technologies and online education during the Covid-19 epidemic

Volume 2, Issue 3, Summer 2024, Pages 1-15

https://doi.org/10.22034/lss.2023.416252.1010

Mohammad saeid Kiani, Leila Nazari

Abstract Purpose: The purpose of this study was to investigate students' satisfaction with new technologies and online education during the Covid-19 epidemic.
Method: The research method was descriptive-survey. A researcher-made questionnaire was used. In this case the researcher developed new variables that were associated with student satisfaction in online learning, such as student commitment, student independence, parent supports, main source of supports of online learning, student readiness, creative and innovative teaching, effectiveness and behavior intention. The face and content validity of the questionnaire was confirmed by the professors. In order to meet the reliability and validity of the data, indicators that had a factor load ≤ 0.7 were removed from the model. The target population of this research was master's degree students in physical education of 10 universities in the country, and 412 people were selected as a sample using random sampling method.
Finding: Finally, the results showed that first, effectiveness has a significant impact on student satisfaction in online learning, second, student commitment has a significant impact on student satisfaction in online learning, third, student satisfaction has a significant impact on behavior intention students in online learning.
Conclusion: It is strongly recommended that in addition to the education of students, special attention should be paid to the quality of these educations. The evaluation of students' opinions about the quality of teaching is not only a measure to check the quality of teaching; Rather, it also focuses on the possibilities and necessities of educational correction and verification by revealing educational weaknesses.

innovations in education

Contribution of CAMFED on Vulnerable Girls’ Performance in Tanzania Community Secondary Schools

Volume 3, Issue 1, Winter 2025, Pages 61-76

https://doi.org/10.22034/lss.2024.480500.1021

HARUNI JULIUS MACHUMU, Grace Julius Charles

Abstract Non-Government Organizations (NGOs) have engaged in the provision of fundamental socio-economic support aimed at improving education provision in the global south. This study was motivated by the understanding that education is a vital tool for developing both individuals and societies, and that NGOs had been working in many sectors, basic education exclusively. Providing education for all children, specifically in primary and secondary schools, has been a focus of many Governmental and NGOs. The study examines the contribution of the Campaign for Female Education (CAMFED) on vulnerable girls’ performance in Tanzania secondary schools. The study employed qualitative and quantitative approaches under a case study design to examine the contributions of CAMFED in selected five community secondary schools in Kilombero district where CAMFED has operated since 2006. Although CAMFED operates in many districts, beneficiaries in Kilombero conceivably possess a vast majority. Simple random and purposive sampling techniques were used to select 120 respondents whereas questionnaires, interviews and documentary review were used to collect relevant data. The data were analyzed through content analysis and descriptive statistics. The findings show that the performance of sponsored vulnerable girls was better compared to the non-sponsored vulnerable girls. This implies that the services provided by CAMFED contribute to the improved performance of vulnerable girls. Furthermore, the government should closely cooperate with private organizations to provide education to its citizens on the importance of investing in education for their children.

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