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Mutahar Qassem – Interactive Learning Environments, 2024
This article reports on an empirical study on cognitive processes [i.e. (dis) fluency, temporal management of the translation process, and revision] and their relationship with fluency and adequacy. Based on Jakobsen and Schou's (1999) computational model of human translation, the author utilizes keylogging data retrieved from a Translog-II-based…
Descriptors: Cognitive Processes, Language Fluency, Translation, English
Lajoie, Susanne P.; Li, Shan; Zheng, Juan – Interactive Learning Environments, 2023
Monitoring one's learning activities is a key component of self-regulated learning (SRL) leading to successful learning and performance outcomes across settings. Achievement emotions also play an important part in SRL and consequently student learning outcomes. However, there is little research on how specific types of monitoring (i.e.…
Descriptors: Medical Students, Metacognition, Medical Evaluation, Evaluative Thinking
Yu, Liang; Zhang, Na; Zhang, Yuanyuan – Interactive Learning Environments, 2023
The aim of this study was to explore the relationships among participation, peer support, self-regulated learning (SRL), course discipline and academic performance in small private open course (SPOC) environments. The study sample comprised of 309 undergraduates who completed SPOCs within the past year and consisted of 53% males (N = 164) and 47%…
Descriptors: Online Courses, Small Group Instruction, Undergraduate Students, Learning Strategies
Zalazar-Jaime, Mauricio Federico; Moretti, Luciana Sofía; García-Batista, Zoilo Emilio; Medrano, Leonardo Adrián – Interactive Learning Environments, 2023
The urgent imperative to "move online," caused by the recent COVID-19 pandemic, has led to an in-depth study of the psychological factors involved in designing successful online learning experiences. The social-cognitive model of academic satisfaction has been widely researched in conventional educational contexts in different countries.…
Descriptors: Student Satisfaction, Electronic Learning, COVID-19, Pandemics
Artur Strzelecki – Interactive Learning Environments, 2024
ChatGPT is an AI tool that assisted in writing, learning, solving assessments and could do so in a conversational way. The purpose of the study was to develop a model that examined the predictors of adoption and use of ChatGPT among higher education students. The proposed model was based on a previous theory of technology adoption. Seven…
Descriptors: Computer Software, Artificial Intelligence, Synchronous Communication, Technology Uses in Education
Khlaisang, Jintavee; Teo, Timothy; Huang, Fang – Interactive Learning Environments, 2021
This study investigated factors that influenced university students' intentions to use smart applications in flipped learning (FL) in Thailand flipped classrooms (FC) by extending the technology acceptance model (TAM) as the research model. Eight variables including relative advantage (ADV), peer influence (PI), school support (SS), reputation…
Descriptors: Flipped Classroom, Foreign Countries, College Students, Technology Uses in Education
Al-Maroof, Rana Saeed; Salloum, Said A.; Hassanien, Aboul Ella; Shaalan, Khaled – Interactive Learning Environments, 2023
This study seeks to explore the effect of fear emotion on students' and teachers' technology adoption during COVID-19 pandemic. The study has made use of Google Meet© as an educational social platform in private higher education institutes. The data obtained from the study were analyzed by using the partial least squares structural equation…
Descriptors: COVID-19, Pandemics, Fear, Educational Technology
Ashrafi, Amir; Zareravasan, Ahad; Rabiee Savoji, Sogol; Amani, Masoumeh – Interactive Learning Environments, 2022
In the last decades, universities and higher education institutes have widely employed a learning management system (LMS) to monitor and manage electronic learning and teaching. Contrary to the significant role of LMS in educational settings, most research has focused on initial acceptance, and few attempts have been made to investigate factors…
Descriptors: College Students, Intention, Learning Management Systems, Educational Technology
Cole, Andrew W.; Lennon, Lauren; Weber, Nicole L. – Interactive Learning Environments, 2021
Student engagement in online courses may be more ambiguous, and complex to understand than in face-to-face (FtF) classrooms settings. Without regular FtF interaction, instructors may feel unable to accurately gauge student engagement, and respond accordingly. This research explored student perceptions of online active learning practices (Koohang,…
Descriptors: College Students, Student Attitudes, Active Learning, Learner Engagement
Al-Rahmi, Waleed Mugahed; Yahaya, Noraffandy; Alturki, Uthman; Alrobai, Amen; Aldraiweesh, Ahmed A.; Omar Alsayed, Alhuseen; Kamin, Yusri Bin – Interactive Learning Environments, 2022
Social media (SM) provide new opportunities to foster collaboration and engagement between students. However, the moderating effect of cyberstalking and cyberbullying on the relationship between students' academic performance and collaborative learning has not yet been addressed. Therefore, this study aims to bridge the literature gap concerning…
Descriptors: Social Media, Cooperative Learning, Predictor Variables, Academic Achievement
Maryam Nasser AL-Nuaimi; Omar Said Al Sawafi; Sohail Iqbal Malik; Rana Saeed Al-Maroof – Interactive Learning Environments, 2024
Despite the disruptive effects of COVID-19 on higher education institutions, the pandemic has enforced the intensive and sustained integration of new digital technologies and platforms into Education, a case that has instigated new contexts for online learning research. A considerable proportion of empirical literature advocates that perceived…
Descriptors: Educational Technology, Technology Uses in Education, Learning Management Systems, Undergraduate Students
Ruiz, Samara; Urretavizcaya, Maite; Rodríguez, Clemente; Fernández-Castro, Isabel – Interactive Learning Environments, 2020
A positive emotional state of students has proved to be essential for favouring student learning, so this paper explores the possibility of obtaining student feedback about the emotions they feel in class in order to discover emotion patterns that anticipate learning failures. From previous studies about emotions relating to learning processes, we…
Descriptors: College Students, Computer Science Education, Emotional Response, Student Reaction
Shih, Meilun; Liang, Jyh-Chong; Tsai, Chin-Chung – Interactive Learning Environments, 2019
The flipped classroom has gained a great deal of attention in educational research and practice in recent years. The purposes of this study are to understand the relationship between students' online self-regulated learning (SRL) and their perceptions of learning in a flipped classrooms (FC), to identify possible mediators in this relationship,…
Descriptors: Educational Technology, Technology Uses in Education, Homework, Video Technology
Pozón-López, I.; Kalinic, Zoran; Higueras-Castillo, Elena; Liébana-Cabanillas, Francisco – Interactive Learning Environments, 2020
The purpose of this study is to classify the predictors of satisfaction and intention to use in Massive Open Online Courses (MOOC). Informed by a scientific literature review, this work poses a behavioral model to explain intention to use via various constructs. To this end, the authors have carried out a study through an online survey of Spanish…
Descriptors: Online Courses, Large Group Instruction, Predictor Variables, Student Satisfaction
Calvo-Ferrer, José Ramón – Interactive Learning Environments, 2020
Although the "digital natives" theory is still used to justify the implementation of technologies such as video games in the language classroom, whether digital nativeness (i.e. the extent to which an individual embodies the characteristics attributed to digital natives) may be used as a predictor of digital game-based learning outcomes…
Descriptors: Computer Games, Video Games, Second Language Instruction, Second Language Learning
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