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Ruben Till Wittrin; Benny Platte; Christian Roschke; Marc Ritter; Maximilian Eibl; Carolin Isabel Steiner; Volker Tolkmitt – IEEE Transactions on Learning Technologies, 2024
Virtual environments open up far-reaching possibilities with respect to knowledge impartation. Nevertheless, they have the potential to negatively influence learning behavior. As a possible positive determinant, especially in the digital context, the moment "game" can be listed. Accordingly, previous studies prove an overall positive…
Descriptors: Game Based Learning, Learning Motivation, Academic Achievement, Electronic Learning
Marcela Pessoa; Marcia Lima; Fernanda Pires; Gabriel Haydar; Rafaela Melo; Luiz Rodrigues; David Oliveira; Elaine Oliveira; Leandro Galvao; Bruno Gadelha; Seiji Isotani; Isabela Gasparini; Tayana Conte – IEEE Transactions on Learning Technologies, 2024
Game designers and researchers have sought to create gameful environments that consider user preferences to increase engagement and motivation. In this sense, it is essential to identify the most suitable game elements for users' profiles. Designers and researchers must choose strategies to classify users into predefined profiles and select the…
Descriptors: Educational Environment, Game Based Learning, Classification, Learner Engagement
Ka-Yan Fung; Kwong-Chiu Fung; Tze Leung Rick Lui; Kuen-Fung Sin; Lik-Hang Lee; Huamin Qu; Shenghui Song – IEEE Transactions on Learning Technologies, 2025
Mastering the visually complex characters of the Chinese language poses significant challenges for students. The situation is even worse in Hong Kong, where students with different backgrounds, including students with/without dyslexia and non-Chinese speaking (NCS) students, are placed in the same class. Interactive design has been proven…
Descriptors: Foreign Countries, Learning Motivation, Native Language Instruction, Mandarin Chinese
Shurui Bai; Donn Emmanuel Gonda; Khe Foon Hew – IEEE Transactions on Learning Technologies, 2024
This case study explored the use of generative artificial intelligence (GenAI), specifically chat generative pretraining transformer (ChatGPT), in writing scenarios for scenario-based learning (SBL). Our research addressed three key questions: 1) how do teachers leverage GenAI to write scenarios for SBL purposes? 2) what is the quality of…
Descriptors: Vignettes, Teaching Methods, Engineering Education, Guidelines
Allison Bayro; Bryan Havens; Heejin Jeong – IEEE Transactions on Learning Technologies, 2024
This work investigates the design and usability of a novel eXtended Reality (XR) Vest, which combines two viewpoints for demonstration-based training (DBT). Traditional modalities for DBT, such as prerecorded videos and live instruction, are minimally engaging and potentially hazardous resulting in low motivation and knowledge retention. To combat…
Descriptors: Simulated Environment, Computer Simulation, Demonstrations (Educational), Retention (Psychology)
Jingjing Chen; Rao Muhammad Aqib Hassan; Shuai Sun; Yilin Mo; Dan Zhang – IEEE Transactions on Learning Technologies, 2025
The lightboard, an affordable and readily accessible tool, has become a promising approach for enhancing engagement in instructional videos. Despite its potential, previous studies have primarily highlighted the benefits of lightboard videos by evaluating learners' subjective experiences, with limited empirical research examining their impact on…
Descriptors: College Students, Mathematics Skills, Mathematics Achievement, Video Technology
Reyssier, Stephanie; Hallifax, Stuart; Serna, Audrey; Marty, Jean-Charles; Simonian, Stephane; Lavoue, Elise – IEEE Transactions on Learning Technologies, 2022
Several studies have been conducted in recent years into the effects of gamification on learner motivation. However, little is known about how learner profiles affect the impact of specific game elements. This article analyzes the effect of a gamified mathematic learning environment on the motivation and the motivated behaviors of 258 learners in…
Descriptors: Game Based Learning, Learning Motivation, Profiles, Mathematics Education
Xiuyu Lin; Zehui Zhan; Xuebo Zhang; Jiayi Xiong – IEEE Transactions on Learning Technologies, 2024
The attribution of learning success or failure is crucial for students' learning and motivation. Effective attribution of their learning success or failure in the context of a small private online course (SPOC) could generate students' motivation toward learning success while an incorrect attribution would lead to a sense of helplessness. Based on…
Descriptors: Learning Analytics, Learning Processes, Learning Motivation, Attribution Theory
Catherine Akoth Ongoro; Yong-Yi Fanjiang – IEEE Transactions on Learning Technologies, 2024
This article aims to provide a systematic review of existing research on the use of digital game-based learning (DGBL) technology for foreign language (English) in preschool and elementary schools. Digital game-based technology enables learning to become more interactive and inspirational, thereby enhancing language acquisition. The authors…
Descriptors: Game Based Learning, Elementary School Students, Preschool Education, Creativity
Own, Chung-Ming; Cai, Tingting; Hung, Cheng-Yu – IEEE Transactions on Learning Technologies, 2023
Studies have highlighted the possible advantages of tangible user interfaces (TUIs) over multitouch interfaces (MTIs) in preschool education; however, more objective evidence is required to establish the superiority of TUIs. In this article, we design a mathematical application called THE NUMBERS to compare preschool children's learning potential…
Descriptors: Preschool Children, Preschool Education, Computer Interfaces, Computer Uses in Education
Chen, Hong-Ren; Lin, Wen-Shan; Hsu, Tien-Yu; Lin, Tzu-Chun; Chen, Nian-Shing – IEEE Transactions on Learning Technologies, 2023
Research on the use of augmented reality technology in museums is mostly limited to scientific knowledge. The use of wearable device technology learning materials to benefit students in the process of English learning has been somewhat explored, along with differences in students' learning styles and their influence on students' learning…
Descriptors: Educational Games, Museums, Situated Learning, Cognitive Style
Hwang, Wu-Yuin; Purba, Siska Wati Dewi; Bao, Shih-Jyun; Ma, Jhao-Heng – IEEE Transactions on Learning Technologies, 2022
This article integrated inquiry behaviors and a guided learning map (gMap) into a mobile app called Ubiquitous-Physics (U-Physics), which helps students to explore inclined plane phenomena in authentic contexts. The article investigated inquiry behaviors such as interpreting graphs, applying formulas, drawing conclusions, and peer collaboration,…
Descriptors: Physics, Science Education, Science Instruction, Computer Oriented Programs