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Cheng, Chao-Yang; Chen, Jim-Ming; Chen, Sherry Y. – Interactive Learning Environments, 2023
Online tests offer many advantages but they still belong to assessment, which may make learners have anxiety. Thus, students may experience certain emotion. Academic emotion is a branch of emotion and has great effects on student learning. Such effects can be associated with individual differences, especially prior knowledge. To this end, this…
Descriptors: College Students, Prior Learning, Academic Achievement, Emotional Response
Zhongling Pi; Renjia Liu; Hongjuan Ling; Xingyu Zhang; Shuo Wang; Xiying Li – Interactive Learning Environments, 2024
A video lecture instructor exhibiting positive emotion has been shown to induce similar emotions in students, improving the students' motivation and increasing their attention, thus improving their learning performance. However, little systematic research exists on which specific design features with regards to the instructor can induce such…
Descriptors: Foreign Countries, Undergraduate Students, Nonverbal Communication, Affective Behavior
Cutumisu, Maria; Lou, Nigel Mantou – Interactive Learning Environments, 2023
It is possible that individuals do not endorse a general mindset or theory of intelligence and that their mindset is specific to particular domains. There is currently a dearth of evidence to support this possibility. It is also not known how these two types of mindset influence learning behaviors and outcomes. This study investigates the roles of…
Descriptors: Preservice Teachers, Student Attitudes, Ability, Educational Games
Jeong, Jin Su; González-Gómez, David; Cañada-Cañada, Florentina – Interactive Learning Environments, 2021
Teaching science in higher education has traditionally consisted of delivering knowledge as lectures to students following a teacher-centered methodology. The flipped methodology known as inverted instruction can be used as an alternative approach providing a student-centered class. This contribution presents a comparison of two different…
Descriptors: Flipped Classroom, Science Education, College Students, Student Attitudes
Zhou, Jin; Ye, Jun-min – Interactive Learning Environments, 2023
Sentiment analysis (SA) is widespread across all fields and has become one of the most active topics in education research, and there is a growing body of papers published. So far, however, there has been little discussion about comprehensive literature reviews in SA in education. Therefore, this study aims to review the high-qualified scientific…
Descriptors: Educational Research, Electronic Learning, Psychological Patterns, Literature Reviews
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
Ibrahim Arpaci; Mahadi Bahari – Interactive Learning Environments, 2024
Metaverse is an immersive three-dimensional (3D) virtual world inhabited by avatars beyond the physical realm. The COVID-19 pandemic has disrupted the education system and the need to accelerate the digitalization of education has received a lot of attention. Metaverse can be an alternative solution for sociocultural interaction and to continue…
Descriptors: Computer Simulation, Sustainability, Personal Autonomy, Technology Uses in Education
Ding-Chau Wang; Yong-Ming Huang – Interactive Learning Environments, 2024
Tiny and affordable computers (e.g. Raspberry Pi and Arduino) have been widely applied to technology-enhanced hands-on learning (THL). However, little scholarly attention has been devoted to the key factors behind students' performance in THL contexts. Therefore, this study not only helped the participants learn computer science through THL, but…
Descriptors: Handheld Devices, Self Efficacy, Educational Technology, Computer Science Education
Ilana Dubovi; Idit Adler – Interactive Learning Environments, 2024
Computer-based simulations are highly effective in supporting students' deep conceptual understanding of scientific ideas. However, in the unprecedented era of the COVID-19 outbreak, students around the world experienced an induced state anxiety, which may have affected their engagement with the learning environments and ultimately their academic…
Descriptors: COVID-19, Pandemics, Anxiety, Learner Engagement
Elsom, Sandra; Westacott, Marguerite; Stieler-Hunt, Colleen; Glencross, Sarah; Rutter, Kerry – Interactive Learning Environments, 2023
Game-based learning has been recognised as a strategy to increase students' engagement in higher education. Alternate reality games (ARG) provide players with the opportunity to apply newly developed knowledge and skills, such as visiting important campus locations and completing relevant activities. The collaborative nature of these games means…
Descriptors: College Students, Orientation, Socialization, Game Based Learning
Kaufmann, Renee; Vallade, Jessalyn I. – Interactive Learning Environments, 2022
Online learning can be a lonely experience. Social presence and interaction are a few proposed ways to combat students' feelings of loneliness from peers and their instructor. Given that online course popularity and opportunities continue to grow, it is necessary to examine possible ways to alleviate perceptions of loneliness, especially given its…
Descriptors: Electronic Learning, Psychological Patterns, Online Courses, Educational Environment
Tao, Da; Fu, Pei; Wang, Yunhui; Zhang, Tingru; Qu, Xingda – Interactive Learning Environments, 2022
In spite of the proliferation of Massive Open Online Courses (MOOCs) in higher education, factors influencing user acceptance of MOOCs are not well understood. This study is intended to investigate key characteristics of user acceptance from interface design (i.e. usability), content quality (i.e. perceived quality), and emotional arousal (i.e.…
Descriptors: MOOCs, Computer Attitudes, Educational Technology, Technology Uses in Education
Li Jin; Dawei Shang – Interactive Learning Environments, 2024
Massive open online courses (MOOC) have become important in the learning process and have been adopted in higher education, especially during the COVID-19 pandemic. However, few studies investigated MOOC continuance intention (CI) for arts disciplines. Thus, an integrated framework was proposed based on the expectation-confirmation model (ECM) and…
Descriptors: Art Education, MOOCs, Computer System Design, Continuing Education
Rodríguez-Ardura, Inma; Meseguer-Artola, Antoni – Interactive Learning Environments, 2021
The successful move to a new generation of technologies that provide students with personalised e-learning environments is connected to their ability to facilitate flow experiences -- through which e-learners feel fully engaged in the educational activities at hand. However, little is known about the heterogeneous influence of subjective and…
Descriptors: Attention, Psychological Patterns, Learner Engagement, Electronic Learning
Bilal Hamamra; Ahmad Qabaha – Interactive Learning Environments, 2024
Drawing on both Barthes' concepts of weariness, laziness, and boredom and Sartre's bad faith, this article analyzes Palestinian students' psychological discomfort with online education. As instructors of English, we have drawn not only on our own teaching experiences but have also analyzed the testimonies of our colleagues. We contend that online…
Descriptors: Psychological Patterns, Alienation, Electronic Learning, Foreign Countries
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