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Showing 1 to 15 of 113 results Save | Export
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Aynur Çetinkaya; Hülya Kizil Togaç; Emel Yilmaz – Interactive Learning Environments, 2023
This study was conducted to discover what nursing students experience during their first impressions regarding the operating room and describe the feelings and thoughts they feel. Qualitative research study design. It included 32 students who were having their first internships at the operating room. The in-depth interviews conducted with the…
Descriptors: Nursing Students, Foreign Countries, Surgery, Educational Environment
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Romano, Marco; Díaz, Paloma; Aedo, Ignacio – Interactive Learning Environments, 2023
Well-designed educational Augmented Reality (AR) experiences support collaboration, transferability to the real world, situated, and experiential learning. Nevertheless, envisioning engaging yet effective learning and teaching experiences is a challenge. Most teachers are not technologically ready to create AR experiences and rely upon closed…
Descriptors: High School Teachers, Simulated Environment, Computer Simulation, Learning Experience
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Elsom, Sandra; Westacott, Marguerite; Stieler-Hunt, Colleen; Glencross, Sarah; Rutter, Kerry – Interactive Learning Environments, 2023
Game-based learning has been recognised as a strategy to increase students' engagement in higher education. Alternate reality games (ARG) provide players with the opportunity to apply newly developed knowledge and skills, such as visiting important campus locations and completing relevant activities. The collaborative nature of these games means…
Descriptors: College Students, Orientation, Socialization, Game Based Learning
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Bhagat, Kaushal Kumar; Cheng, Chia-Hui; Koneru, Indira; Fook, Fong Soon; Chang, Chun-Yen – Interactive Learning Environments, 2023
The aim of this study was to develop a scale to measure students' blended learning course experience. A total of 792 undergraduate students from Malaysia participated in this study. Exploratory factor analysis (EFA) was employed to evaluate the factor structure of the scale. As a result of EFA, three factors with 19 items that explained 68.06% of…
Descriptors: Blended Learning, Evaluation Methods, Course Evaluation, Student Attitudes
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Verena Watzek; Martin Rehm; Regina H. Mulder – Interactive Learning Environments, 2024
Emotions in online collaboration have been largely neglected or considered as a static phenomenon. Therefore, the present study aims to explore dynamics of emotional reactions in online collaboration of Communities of Learners (CoL) based on the Emotions as Social Information (EASI) Theory. In addition, relationships between emotional reactions…
Descriptors: Outcomes of Education, Electronic Learning, Communities of Practice, Emotional Experience
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Maryam Nasser AL-Nuaimi; Omar Said Al Sawafi; Sohail Iqbal Malik; Mostafa Al-Emran; Yasser Fouad Selim – Interactive Learning Environments, 2023
The accelerating influx of learning technologies has catalyzed the surge for the formidable investments in e-learning systems across higher education institutions to revolutionize pedagogical practices. Thereby, learning management systems (LMS) have become indispensable tools in higher education. The enforcement of pandemic restrictions and…
Descriptors: Learning Management Systems, COVID-19, Pandemics, Educational Technology
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Feifei Han – Interactive Learning Environments, 2024
Drawing on student approaches to learning research, this study combined both self-reported and process data to examine: (1) the extent of the alignment between the self-reported and process data of the profiles of 179 Chinese university students' learning experience in the flipped classrooms and (2) the contributions of the self-reported and…
Descriptors: Foreign Countries, College Students, Flipped Classroom, Learning Experience
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Mouna Denden; Ahmed Tlili; Nian-Shing Chen; Mourad Abed; Mohamed Jemni; Fathi Essalmi – Interactive Learning Environments, 2024
Gamification has gained an increasing attention from researchers and practitioners in various domains including education as it can increase learners' engagement and motivation. However, little is known about how educational gamification experiences can be influenced by learners' characteristics. Therefore, this study provides a systematic…
Descriptors: Gamification, Educational Games, Educational Research, Data Collection
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Ratna Zuarni Ramli; Wan Zakiyatussariroh Wan Husin; Ahmed M. S. Elaklouk; Noraidah Sahari Ashaari – Interactive Learning Environments, 2024
Emerging technologies such as augmented reality are impacting the field of education, it can be seen in the attention given to technology, specifically augmented reality. Systematic reviews on research related to learning through augmented reality aim to find gaps of augmented reality in learning. However, there is a limited number of systematic…
Descriptors: Computer Simulation, Usability, Research Reports, Rating Scales
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Huang, Fang; Teo, Timothy; He, Jinbo – Interactive Learning Environments, 2021
This study examined the digital nativity of university teachers in China and tested the factor structure and measurement invariance from exploratory structural equation modelling analyses of the Digital Native Assessment Scale (DNAS) developed by Teo [(2013). An initial development and validation of a digital natives assessment scale (DNAS).…
Descriptors: Foreign Countries, College Faculty, Technological Literacy, Teacher Characteristics
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Shao, Yinjuan; Zhang, Jingjing; Costello, Eamon; Brown, Mark – Interactive Learning Environments, 2023
This study attempted to assess public perceptions of and interest in MOOCs by examining how Weibo increases public discussion of MOOCs as well as by interpreting how individual learners talk about their learning experiences. Over 4,000 microblog posts were collected and analysed between 2013 and 2018. The findings showed that Weibo is used as a…
Descriptors: Public Opinion, MOOCs, Social Media, Learning Experience
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Liley, Tara; Ryan, Elaine; Lee, Kristal; Dimmock, Matthew; Robinson, John; Lewis, Sarah J. – Interactive Learning Environments, 2020
National professional capabilities for Australian Diagnostic Radiography (DR) graduates require computed tomography (CT) scanning competence. Clinical placements have varied success in achiveing CT learning experiences and dedicated simulation at university can aid development of clinical skills. This study explored DR undergraduate students'…
Descriptors: Student Attitudes, Radiology, Student Experience, Undergraduate Students
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Jiawei Wang; Nur Azlina Mohamed Mokmin; Shaorong Ji – Interactive Learning Environments, 2024
Since the turn of the millennium, virtual reality (VR) has become a popular global research topic. Educators are eager to employ VR for interactive learning, potentially enhancing student engagement and efficiency. Researchers have conducted numerous trials, with students across disciplines achieving notable results, affirming VR's effectiveness,…
Descriptors: College Students, Art Education, Learning Experience, Computer Simulation
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Wenhao Li; Xiaotong Ren; Li Qian; Heng Luo; Bowen Liu – Interactive Learning Environments, 2024
A virtual classroom constructed with virtual reality technology enables a more intuitive and immersive experience for learners. The classroom climate is an important factor affecting students' learning experience and performance in a virtual environment. However, there is a lack of research on the role of climate on learning experience and…
Descriptors: Classroom Environment, Learning Experience, Academic Achievement, Electronic Learning
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Wang, Yu-Min; Wang, Yi-Shun; Wang, Yu-Yin – Interactive Learning Environments, 2023
Crowdsourcing is an emerging web-enabled method to gain external expertise and ideas on tasks or projects. Mass contributions from the crowd are the key to the success and effectiveness of crowdsourcing. University students are important potential users and promising sources of contributions in the crowdsourcing context. However, little is known…
Descriptors: College Students, Intention, Electronic Publishing, Collaborative Writing
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