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Showing 1 to 15 of 26 results Save | Export
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Di Sun; Gang Cheng; Heng Luo – Interactive Learning Environments, 2024
Recently, researchers have proposed to leverage technology-supported data (log files) to investigate temporal and sequential patterns of interaction behaviors in learning processes. There are two major challenges to be addressed: clarifying the positioning of interaction levels and identifying the evolution of the interaction action patterns in…
Descriptors: Foreign Countries, Undergraduate Students, Computer Science, MOOCs
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Lei Xie; Cixiao Wang – Interactive Learning Environments, 2024
Connectionist MOOC (cMOOC) is a type of MOOC, which can provide an online learning space for learners to sustainable connect. This study analyzed the learning behavior and motivation of repeat learners in the cMOOC "Internet + Education: a dialogue between theory and practice" to study the repeat learning needs and characteristics of…
Descriptors: Learning Analytics, Motivation Techniques, MOOCs, Sustainability
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Julio Navio-Marco; Luis M. Ruiz-Gómez; Raquel Arguedas-Sanz; Carmen López-Martín – Interactive Learning Environments, 2024
The rise of the student as prosumer (producer-consumer) of educational content is a novel development that has hitherto been the subject of very little research, especially in relation to the generation of digital contents and materials for online and hybrid education in particular. This article analyses whether there are patterns of behaviour and…
Descriptors: Foreign Countries, Higher Education, Blended Learning, Behavior Patterns
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Gómez-García, Melchor; Soto-Varela, Roberto; Boumadan, Moussa; Matosas-López, Luis – Interactive Learning Environments, 2023
The emergence of social networks in the university context has contributed to modify students' behaviour, conditioning their academic performance and learning preferences. The objective is to analyse the influence of the patterns of use of social networks when predicting the usefulness that university students, give to different digital…
Descriptors: Foreign Countries, College Students, Social Networks, Social Media
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Tlili, Ahmed; Wang, Huanhuan; Gao, Bojun; Shi, Yihong; Zhiying, Nian; Looi, Chee-Kit; Huang, Ronghuai – Interactive Learning Environments, 2023
Online and open learning has recently been made prevalent in many regions in order to mitigate educational inequality and to enhance students' learning experiences and outcomes. Previous studies showed that students perform differently in the learning process, where cultural differences matter. However, little is known about how cultural…
Descriptors: Diversity, Cultural Differences, Behavior Patterns, Electronic Learning
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Liu, Sannyuya; Kang, Lingyun; Liu, Zhi; Fang, Jing; Yang, Zongkai; Sun, Jianwen; Wang, Meiyi; Hu, Mengwei – Interactive Learning Environments, 2023
Computer-supported collaborative concept mapping (CSCCM) integrates technology and concept mapping to support students' knowledge understanding, and much research on the behavioral patterns involved in CSCCM activities has been conducted. However, there is limited understanding of the differences in knowledge understanding and behavioral patterns…
Descriptors: Computer Assisted Instruction, Concept Mapping, Student Attitudes, College Students
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Yun Tang; Zhengfan Li; Guoyi Wang; Xiangen Hu – Interactive Learning Environments, 2023
To better understand the self-regulated learning process in online learning environments, this research applied a data mining method, the two-layer hidden Markov model (TL-HMM), to explore the patterns of learning activities. We analyzed 25,818 entries of behavior log data from an intelligent tutoring system. Results indicated that students with…
Descriptors: Electronic Learning, Learning Activities, Self Management, Intelligent Tutoring Systems
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Ahmad, Faizan; Zongwei, Luo; Ahmed, Zeeshan; Muneeb, Sara – Interactive Learning Environments, 2023
An insight regarding few of the experiences during video games playing activity is still fuzzy. This paper presents an extensive empirical study that analyzes the experiences of 100 participants (i.e. 25 children, younger adults, older adults, and elders each) during brain games play. This concludes a number of significant correlations among the…
Descriptors: Children, Young Adults, Older Adults, Experience
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Jiang, Bo; Zhao, Wei; Zhang, Nuan; Qiu, Feiyue – Interactive Learning Environments, 2022
Block-based programing languages (BBPL) provide effective scaffolding for K-12 students to learn computational thinking. However, the output-based assessment in BBPL learning is insufficient as we can not understand how students learn and what mistakes they have had. This study aims to propose a data-driven method that provides insight into…
Descriptors: Programming Languages, Computer Science Education, Problem Solving, Game Based Learning
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Liu, Yan; Deng, Lisa; Lin, Lin; Gu, Xiaoqing – Interactive Learning Environments, 2023
With the rapid development of mobile devices and web-based technologies, it becomes common for students to switch between different tasks during study time. However, it remains unclear how the transition between on-task and off-task states happens and how digital devices affect the process. This study examines college students' independent study…
Descriptors: Independent Study, Student Behavior, Behavior Patterns, Time on Task
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Mouri, Kousuke; Suzuki, Fumiya; Shimada, Atsushi; Uosaki, Noriko; Yin, Chengjiu; Kaneko, Keiichi; Ogata, Hiroaki – Interactive Learning Environments, 2021
This paper describes a method to collect data of which section of pages learners were browsing in digital textbooks without eye-tracking technologies. In previous researches on digital textbook systems, it was difficult to collect such data without using eye-tackers. However, eye-trackers cost a massive budget. Our proposed system automatically…
Descriptors: Data Analysis, Textbooks, Electronic Publishing, Data Collection
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Shuai He; Yu Lu – Interactive Learning Environments, 2024
Currently, generative AI has undergone rapid development. Numerous studies have attested to the benefits of Gen AI in programming, mathematics and other disciplines. However, since Gen AI mostly uses English as the intrinsic training parameter, it is more effective in facilitating the teaching of courses that use international common notation, but…
Descriptors: Instructional Effectiveness, Technology Uses in Education, Artificial Intelligence, Humanities Instruction
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Xia, Xiaona – Interactive Learning Environments, 2023
The interactive learning is a continuous process, which is full of a large number of learning interaction activities. The data generated between learners and learning interaction activities can reflect the online learning behaviors. Through the correlation analysis among learning interaction activities, this paper discusses the potential…
Descriptors: Behavior Patterns, Learning Analytics, Decision Making, Correlation
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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
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Chi-Tung Chen; Chih-Ming Chen; Hsiao-Ting Tsai – Interactive Learning Environments, 2024
This study utilised the instant semantic analysis and feedback system (ISAFS) to assist learners in the online discussion learning activities of socio-scientific issues (SSIs) and to document their learning process behaviours for behavioural analyses. The aim was to understand the learners' discussion behaviours during the ISAFS assisted learning…
Descriptors: Behavior Patterns, Electronic Learning, Discussion, Instructional Effectiveness
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