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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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Jian-Wei Lin; Hsieh-Hong Huang; Hong-Ren Chen – Interactive Learning Environments, 2024
Team-Based Learning (TBL) has been widely applied in different fields (courses) and has been indicated to be efficient. Meanwhile, many studies have asserted that Group awareness (GA) information, which visually displays peers' learning context and activities, can increase peer participation within an online collaborative learning environment. As…
Descriptors: Teamwork, Cooperative Learning, Perception, Group Activities
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Weijia Wan – Interactive Learning Environments, 2024
The paper investigates the level of development of a creative mindset in the training of music education professionals. The research is based on the experimental method which examines the level of creativity of students before and upon completion of the developed training program focusing on development of the creative thinking using cutting-edge…
Descriptors: Creative Thinking, Skill Development, Music Education, College Freshmen
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Yang Wang – Interactive Learning Environments, 2024
"The purpose of the present research" is to study the impact of innovative educational strategies of vocal training on the development of creativity and motivation among students. The present study builds on an empirical approach. It involved 86 first-year undergraduate students in the Department of solo singing, Institute of Music,…
Descriptors: Foreign Countries, Music Education, Singing, Creativity
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Chi-Cheng Chang; Tseng-Chuan Chen – Interactive Learning Environments, 2024
This study aims to explore how e-textbooks with emotional design affect students' emotion, cognitive load and learning achievement. There were 147 freshman students in total: the experimental group I, II and control group consisted of 49, 47 and 51 students, using e-textbooks with emotional design, without emotional design and traditional paper…
Descriptors: Electronic Books, Technology Uses in Education, Handheld Devices, College Freshmen
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Ching-Yi Chang; Hsiu-Ju Jen; Jie Chi Yang – Interactive Learning Environments, 2024
Nursing students participating in labor support training need to learn core clinical skills to assess the delivery process to reduce the risk and labor pain of pregnant women. We proposed an approach to integrate scenario game-based learning with the experiential learning strategy to facilitate nursing students' learning performance and six core…
Descriptors: Vignettes, Game Based Learning, Experiential Learning, Learning Strategies
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Kershnee Sevnarayan; Ntshimane Elphas Mohale – Interactive Learning Environments, 2024
This article aimed to understand how students in distance education experience challenges with e-learning tools in their learning. Specifically, it aimed to identify challenges students experienced with the implementation of podcasts and vodcasts and how lecturers responded to these challenges. The research context for the article is an Academic…
Descriptors: Electronic Learning, Technology Uses in Education, Barriers, Audio Equipment
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Aleksandra Stevanovic; Radoslav Božic; Mirjana Štrboja – Interactive Learning Environments, 2024
In this research, the students' achievements in learning Calculus, before and during COVID-19 crisis, are analyzed and compared. Two groups of students, the experimental and the control one, were monitored. Both groups worked in three corresponding subgroups (traditional, hybrid and online) in the frame of different learning environment. The…
Descriptors: Educational Environment, Academic Achievement, Calculus, COVID-19
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Nathan Mentzer; Lakshmy Mohandas – Interactive Learning Environments, 2024
The HyFlex learning model has gained popularity in recent years and, with the outbreak of COVID-19, the demand has increased. However, there are challenges associated with the model, especially related to equity and engagement. A HyFlex model known as Interactive Synchronous HyFlex is being developed and practised by the researchers in their…
Descriptors: Thinking Skills, COVID-19, Pandemics, Synchronous Communication
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Benazir Quadir; Jie Chi Yang; Wei Wang – Interactive Learning Environments, 2024
Mobile technologies are widely used in education, both as standalone tools and in conjunction with other applications. The WeChat-based app Rain Classroom is one such application. Rain Classroom includes learning activities not only during class but also before and after class. Previous research has suggested strong demand for WeChat-based apps…
Descriptors: Handheld Devices, Educational Technology, Computer Oriented Programs, English (Second Language)
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Yung-Hsiang Hu; Jo Shan Fu; Hui-Chin Yeh – Interactive Learning Environments, 2024
Artificial intelligence aims to restructure and process re-engineering education and teaching processes and accelerate the evolution of the whole education system from information to intelligence. Robotic Process Automation (RPA) robots learn by observing people at work, analyzing user processes repeatedly, and adjusting or correcting automated…
Descriptors: Intelligent Tutoring Systems, Robotics, Automation, Instructional Effectiveness
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I-Fan Liu; Hui-Chun Hung; Che-Tien Liang – Interactive Learning Environments, 2024
With the rise of big data, artificial intelligence, and other emerging information technologies, an increasing number of students without computer science (CS) backgrounds have begun to learn programming. Programming is considered a complex task for beginners, and instructors find it difficult to quickly address all the problems that students…
Descriptors: Programming, Student Attitudes, Blended Learning, Video Technology