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Showing 1 to 15 of 78 results Save | Export
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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
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Di Zhang; Gwo-Jen Hwang; Shih-Ting Chu – Interactive Learning Environments, 2024
When encountering difficulties in conventional educational games, learners seldom self-regulate to discover and organize the learning content in the game environment. With the development of the human-computer interaction technology, computer agents are gradually being applied to educational games to provide personalized guidance or support to…
Descriptors: Intelligent Tutoring Systems, Educational Games, Technology Uses in Education, Academic Achievement
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Pimentel, Daniel; Kalyanaraman, Sri – Interactive Learning Environments, 2023
The United Nation's Sustainable Development Goals (SDGs) have served as a call-to-action to educate and engage global communities on various issues, namely climate change. Despite heightened awareness of climate change, several barriers inhibit underrepresented students' engagement with the subject matter, namely limited accessibility to (a)…
Descriptors: Computer Simulation, Science Instruction, Climate, Learner Engagement
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Wu, Ting-Ting; Sung, Tien-Wen – Interactive Learning Environments, 2023
Social science education aims to enable people to acquire the knowledge and abilities necessary to lead a normal social life. However, social science is often neglected in basic education compared with languages and mathematics, thus affecting students' learning motivation and achievements. In this study, a digital game-based review system was…
Descriptors: Game Based Learning, Outcomes of Education, Elementary School Students, Social Sciences
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Yu-Shan Ting; Yu-chu Yeh – Interactive Learning Environments, 2024
To date, few online game-based learning studies have focused on developing children's growth creativity mindset (growth CM). This study, therefore, aimed to develop a game-based learning system to help children develop their growth CM. Additionally, we investigated the relationship between growth CM, hope belief, and creativity self-efficacy after…
Descriptors: Student Attitudes, Goal Orientation, Intervention, Beliefs
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Yun Wen; Chun Lai; Sujin He; Yiyu Cai; Chee Kit Looi; Longkai Wu – Interactive Learning Environments, 2024
The impact of Augmented Reality (AR)-based science learning on cognitive development has been established, but the effect of AR on the improvement of students' academic performance remains inconclusive. Additionally, while epistemic beliefs as a significant determinant on student learning outcomes is well-documented, there is little research in…
Descriptors: Elementary School Students, Epistemology, Beliefs, Student Attitudes
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Chi-Jen Lin; Husni Mubarok – Interactive Learning Environments, 2024
Fostering young learners' computational thinking in AI-based robots is a crucial issue in educational settings. However, there was the complexity of technology in supporting learning activities and the gender gap issue, so an appropriate strategy is needed to guide students to achieve the learning goals. In this study, an AI (Artificial…
Descriptors: Computation, Thinking Skills, Blended Learning, Artificial Intelligence
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Ahu Canogullari; Ayhan Kursat Erbas – Interactive Learning Environments, 2024
Technological mediums such as dynamic environments with drag-and-drop features have been considered promising agents in helping students explore and generate conjectures about mathematical concepts. This study investigated the dragging modalities sixth and seventh-grade students use in solving proportional problems in a dynamic geometry…
Descriptors: Problem Solving, Interaction, Computer Simulation, Grade 6
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Hao, Kuang-Chung – Interactive Learning Environments, 2023
This study designed a digital teaching game named Kitties' Magic Journey (KMJ). The principle of leveraging in the course of natural technology and life was used as the teaching subject. The game combined design items included animation, narrative story, fun and usability, which integrated ARCS learning motivation theory. The experimental group…
Descriptors: Video Games, Game Based Learning, Student Motivation, Animation
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Kai-Yi Chin; Yen-Lin Chen – Interactive Learning Environments, 2023
Using digital learning content to realize learning in games is a rapidly-developing direction of interest for teachers and researchers. This study has developed a digital role-playing gaming system to review Social Studies course content to a fifth Grade class at an elementary school. It allows students to experience the historical storyline of…
Descriptors: Role Playing, Video Games, Academic Achievement, Student Motivation
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Shenglin Cao; Juan Chu; ZuoChen Zhang; Liyan Liu – Interactive Learning Environments, 2024
VR technology is being widely used in education due to it's a sense of immersion, real-time interaction, and ability to stimulate imagination. However, there is a lack of research comparing students at different stages. This study used a quasi-experimental design involving 73 fourth-grade and 86 eighth-grade students in two schools in northwest…
Descriptors: Computer Simulation, Technology Uses in Education, Instructional Effectiveness, Elementary School Students
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Kam Hong Shum; Samuel Kai Wah Chu; Cheuk Yu Yeung – Interactive Learning Environments, 2023
This study examines the use of data analytics to evaluate students' behaviours during their participation in an online collaborative learning environment called SkyApp. To visualise the learning traits of engagement, emotion and motivation, students' inputs and activity data were captured and quantified for analysis. Experiments were first carried…
Descriptors: Student Behavior, Online Courses, Cooperative Learning, Computer Software
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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
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Qi Wang; Shengquan Yu – Interactive Learning Environments, 2024
Learning resources are quite important for online learning while resource provision based on algorithms could not address learners' ubiquitous needs well. Moreover, the structure and content of resources are pre-defined which makes the "Structure" and "Content" coupled closely and could not easily adjust when learners' needs…
Descriptors: Electronic Learning, Educational Resources, Automation, Models
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Ya-Ting Yu; Mengping Tsuei – Interactive Learning Environments, 2023
This quasi-experimental study examined the effects of digital game-based learning (DGBL) on elementary-school students' Chinese language learning, self-efficacy and attention. In total, 126 fourth-graders participated in the study for 6 weeks. Two digital games with different mechanisms (completion-contingent and performance-contingent rewards)…
Descriptors: Game Based Learning, Learner Engagement, Attention Control, Self Efficacy
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