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Emine Kandin; Emine Sendurur – Interactive Learning Environments, 2023
The aim of this study is to investigate the effects of the integration of goal-based scenario (GBS) approach into a block-based coding instruction. Scratch platform was used to find out the effects of GBSs on programming skills of students, who did not have any programming experience. GBSs were used during practice and the development in students'…
Descriptors: Objectives, Grade 5, Programming, Programs
Uun Hariyanti; Wu-Yuin Hwang; Rio Nurtantyana; Herman Dwi Surjono; Irma Nuur Rochmah; Anh Hoang; Muhammad Irfan Luthfi; Muhamad Trio Maulana Putra – Interactive Learning Environments, 2024
Authentic contextual learning (ACL) with mobile apps near home became prevalent and promising due to the COVID-19 pandemic since students were asked to learn near home without going to school. However, learning with mobile apps may cause problematic issues, such as anxiety and acceptance of either students or parents. This study aims to…
Descriptors: Anxiety, Telecommunications, Handheld Devices, Computer Oriented Programs
Merino-Armero, José Miguel; González-Calero, José Antonio; Cózar-Gutiérrez, Ramón – Interactive Learning Environments, 2023
In modern society technology is widely used and, with the digitization of many services, this is an upward trend. Therefore, computational thinking (CT) is an increasingly important concept; an aspect that is being reflected on educational policies and the extracurricular offer of different countries. This study aims to look at the efficacy of…
Descriptors: Foreign Countries, Extracurricular Activities, Robotics, Elementary School Students
Qian Fu; Wenjing Tang; Yafeng Zheng; Haotian Ma; Tianlong Zhong – Interactive Learning Environments, 2024
In this study, a predictive model is constructed to analyze learners' performance in programming tasks using data of programming behavioral events and behavioral sequences. First, this study identifies behavioral events from log data and applies lag sequence analysis to extract behavioral sequences that reflect learners' programming strategies.…
Descriptors: Predictor Variables, Psychological Patterns, Programming, Self Management
Hao, Kuang-Chung; Lee, Lai-Chung – Interactive Learning Environments, 2021
This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence-satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147…
Descriptors: Computer Simulation, Educational Games, Grade 5, Game Based Learning
Ye, Xin-Dong; Chang, Yi-Hsin; Lai, Chiu-Lin – Interactive Learning Environments, 2019
Educators have indicated that a good flipped learning design has the potential to enable teachers to use the class time effectively for conducting higher-order thinking activities and enhancing the interactions among peers and teachers. Several previous studies have also pointed out the importance of employing proper learning strategies, such that…
Descriptors: Homework, Video Technology, Educational Technology, Technology Uses in Education
Li, Hui-Chuan; Stylianides, Andreas J. – Interactive Learning Environments, 2018
The benefits of problem-based learning (PBL) to student learning have prompted researchers to investigate this pedagogical approach over the past few decades. However, little research has examined how PBL can be applied to mathematics learning and teaching, especially in countries like Taiwan, where the majority of teachers are accustomed to…
Descriptors: Teacher Role, Student Role, Problem Based Learning, Intervention
Hsiao, Kuo-Lun; Huang, Tien-Chi; Chen, Mu-Yen; Chiang, Nien-Ting – Interactive Learning Environments, 2018
Although ubiquitous learning is a novel and creative teaching approach, two key issues inhibit its success overall: a lack of appropriate learning strategies regarding learning objectives, and ineffective learning tools for receiving knowledge regarding the chosen subjects. To address these issues, we develops and designs a game-based educational…
Descriptors: Outcomes of Education, Self Efficacy, Educational Games, Computer Oriented Programs
Sung, Han-Yu; Hwang, Gwo-Jen; Chang, Ya-Chi – Interactive Learning Environments, 2016
In this study, a problem-posing strategy is proposed for supporting collaborative mobile learning activities. Accordingly, a mobile learning environment has been developed, and an experiment on a local culture course has been conducted to evaluate the effectiveness of the proposed approach. Three classes of an elementary school in southern Taiwan…
Descriptors: Telecommunications, Problem Solving, Teaching Methods, Handheld Devices
Hsieh, Ya-Hui; Lin, Yi-Chun; Hou, Huei-Tse – Interactive Learning Environments, 2016
Well-designed game-based learning can provide students with an innovative environment that may enhance students' motivation and engagement in learning and thus improve their learning performance. The purpose of this study was to examine the relationships among elementary school students' flow experience and learning performances. We also…
Descriptors: Foreign Countries, Elementary School Students, Educational Games, Learning Processes
Song, Donggil; Karimi, Arafeh; Kim, Paul – Interactive Learning Environments, 2016
Teaching argumentation with appropriate activities and strategies would support a wide range of goals in science education. Though science labs have been suggested and employed for argumentation activities, such educational expenditures are likely to be beyond the means of most schools in under-resourced areas. Due to the lack of appropriate…
Descriptors: Science Experiments, Disadvantaged Schools, Developing Nations, Rural Areas
Hwang, Gwo-Jen; Wu, Po-Han; Chen, Chi-Chang; Tu, Nien-Ting – Interactive Learning Environments, 2016
Augmented reality (AR) has been recognized as a potential technology to help students link what they are observing in the real world to their prior knowledge. One of the most challenging issues of AR-based learning is the provision of effective strategy to help students focus on what they need to observe in the field. In this study, a competitive…
Descriptors: Foreign Countries, Simulated Environment, Educational Technology, Computer Games