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Gemma Tur; Linda Castañeda; Ricardo Torres-Kompen; Jeffrey P. Carpenter – Interactive Learning Environments, 2024
This article analyzes the relationship between self-regulated learning (SRL) and personal learning environments (PLE) in light of the educational academic literature of the decade 2010-2020. This study uses a systematized literature review followed by a qualitative analysis of the most cited literature to establish a narrative that highlights and…
Descriptors: Educational Environment, Self Management, Skills, Educational Research
Fatih Kalemkus; Müzeyyen Bulut-Özek – Interactive Learning Environments, 2024
The purpose of this research is to examine the effects of online project-based learning on students' metacognitive awareness. The participants of the research were 53 students attending 6th grade. The research was carried out using the mixed method approach and it was conducted with the action research model. Pre-test and post-test quantitative…
Descriptors: Student Projects, Grade 6, Middle School Students, Metacognition
Hatice Yildiz Durak; Nilüfer Atman Uslu – Interactive Learning Environments, 2023
The 3D game development process is significant in improving knowledge and skills, such as literacy of information technologies, computational, analytical, and algorithmic thinking, programming, and spatial abilities. Besides, the 3D game development is a difficult and complex learning process. Within this context, it was decided that teaching…
Descriptors: College Students, Visual Aids, Games, Gamification
Lajoie, Susanne P.; Li, Shan; Zheng, Juan – Interactive Learning Environments, 2023
Monitoring one's learning activities is a key component of self-regulated learning (SRL) leading to successful learning and performance outcomes across settings. Achievement emotions also play an important part in SRL and consequently student learning outcomes. However, there is little research on how specific types of monitoring (i.e.…
Descriptors: Medical Students, Metacognition, Medical Evaluation, Evaluative Thinking
Yung-Hsiang Hu; Bo-Kai Liao; Chieh-Lun Hsieh – Interactive Learning Environments, 2024
It is known that teachers commonly utilize learning platforms equipped with Learning Analytics Dashboards (LAD) to support students in their Self-Regulated Learning (SRL) endeavors. However, students may struggle to effectively employ LAD due to a lack of sufficient metacognitive skills. Co-regulation of learning (CoRL) has been proven to…
Descriptors: Program Effectiveness, Gamification, Learning Analytics, Educational Technology
Rachel L. Vollmer; Teresa Drake – Interactive Learning Environments, 2024
The objective of this study was to evaluate undergraduate students' experiences in a synchronous online course that utilized flipped learning during the COVID-19 pandemic compared to flipped learning in a face-to-face class pre-pandemic. Upper-level undergraduate students (n = 27) in an advanced nutrition face-to-face course during the spring 2019…
Descriptors: Undergraduate Students, Student Experience, Flipped Classroom, COVID-19
Lee, Yen-Fen; Lin, Chi-Jen; Hwang, Gwo-Jen; Fu, Qing-Ke; Tseng, Weu-Hui – Interactive Learning Environments, 2023
One main objective of art education is to foster students' art evaluation as well as their creative thinking ability. Engaging students in artwork sharing and peer feedback is a frequently adopted approach in school settings. However, most students have difficulties providing constructive comments during the peer-feedback process. To address this…
Descriptors: Foreign Countries, Elementary School Students, Creative Thinking, Metacognition
Saadati, Zohreh; Zeki, Canan Perkan; Barenji, Reza Vatankhah – Interactive Learning Environments, 2023
The study of online higher education learning and academic achievement has increasingly emphasized self-regulated learning (SRL). Few studies so far have investigated the blockchain-based learning management system (LMS) and adaptive SRL intervention in online higher education. This paper aimed to develop a blockchain-enabled LMS as a…
Descriptors: Graduate Students, Metacognition, Programming, Technology
Wang, Jingying; Jou, Min – Interactive Learning Environments, 2023
As mobile learning (ML) becomes more and more popular, teaching methods are gradually adapting to flipped classrooms or micro-flipped classrooms. Many studies have discussed the influence of ML-based flipped classrooms on students' learning in a macroscopic way. However, at the micro-level, the impact of these classrooms on students' emotional…
Descriptors: Telecommunications, Handheld Devices, Emotional Development, Cognitive Processes
Hou, Huei-Tse; Fang, Ying-Sang; Tang, Joni Tzuchen – Interactive Learning Environments, 2023
Logical thinking and reasoning of geometric space are among the key abilities of science and technology education. This research developed a framework of an alternate reality-based board game incorporating augmented reality (AR) exploration with multi-dimensional scaffolding, including "cognitive scaffolding," "metacognitive…
Descriptors: Educational Games, Computer Simulation, Scaffolding (Teaching Technique), Spatial Ability
Reisoglu, Ilknur; Çebi, Ayça; Bahçekapili, Tugba – Interactive Learning Environments, 2022
While the impact of behavioural and cognitive processes on online information searching behaviours have been studied in some depth, little is known about the impact of procedural and metacognitive processes on online information searching behaviours. In addition, although the literature contains studies examining online information searching…
Descriptors: Online Searching, Information Seeking, Cognitive Style, Cognitive Processes
Wu, Wei-Long; Hsu, Yen; Yang, Qi-Fan; Chen, Jiang-Jie; Jong, Morris Siu-Yung – Interactive Learning Environments, 2023
In recent years, several researchers have introduced spherical video-based virtual reality (SVVR) into classroom teaching to help students learn different subjects. In SVVR learning, learners are typically presented with great autonomy over their learning process. Therefore, learners should engage in self-regulated strategy (SRS) learning in order…
Descriptors: Learning Strategies, Video Technology, Computer Simulation, Academic Achievement
Judy Shih, Hui-chia; Huang, Sheng-hui Cindy – Interactive Learning Environments, 2022
This study adopts a qualitative method in comparing EFL students' development of metacognitive knowledge and metacognitive strategy use in a university flipped classroom, as opposed to a regular classroom context. A total of 8 students (4 from each class) were each interviewed twice, once at the beginning and again at the end of the semester, in…
Descriptors: English (Second Language), Second Language Learning, Metacognition, Flipped Classroom
Jia-Hua Zhao; Patcharin Panjaburee; Gwo-Jen Hwang; Wararat Wongkia – Interactive Learning Environments, 2024
Scholars have suggested English classrooms with sufficient context and fun activities to increase English performance and promote learning motivation. With the rapid growth of technology-enhanced learning, virtual reality (VR) has become increasingly popular in English learning. Using VR without a well-designed learning environment, however, may…
Descriptors: Foreign Countries, Metacognition, Game Based Learning, Computer Simulation
Chen-Chen Liu; Yu Guo; Gwo-Jen Hwang; Yun-Fang Tu; Zhiqiang Wang – Interactive Learning Environments, 2024
Reading comprehension is critical and challenging for the English learning process. EFL (English as Foreign Language) learners often do not understand the meaning of the text due to the lack of an authentic learning context. This easily leads learners to read literally without deeply understanding. To address this issue, an article-structure…
Descriptors: Video Technology, Computer Simulation, English (Second Language), Reading Comprehension