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Jia-Hua Zhao; Patcharin Panjaburee; Gwo-Jen Hwang; Wararat Wongkia – Interactive Learning Environments, 2024
Scholars have suggested English classrooms with sufficient context and fun activities to increase English performance and promote learning motivation. With the rapid growth of technology-enhanced learning, virtual reality (VR) has become increasingly popular in English learning. Using VR without a well-designed learning environment, however, may…
Descriptors: Foreign Countries, Metacognition, Game Based Learning, Computer Simulation
Yuanyuan Yang; Rwitajit Majumdar; Huiyong Li; Brendan Flanagan; Hiroaki Ogata – Interactive Learning Environments, 2024
Self-directed learning (SDL) requires students to take initiative to learn and control their own learning process. Literature highlights the importance of SDL for lifelong learning. Yet, little understanding is known regarding how to support SDL at the school level, specifically for out-of-class learning context. To fill up this gap, this research…
Descriptors: Learning Analytics, Independent Study, Learning Processes, Reading Habits
Cultivating Self-Directed Learning Abilities in K-12 Students through Immersive Online Virtual Tours
Rustam Shadiev; Suping Yi; Fahriye Altinay – Interactive Learning Environments, 2024
The present study employed virtual reality technology to develop online learning environments that facilitated student cultural and self-directed learning. Junior high school participants engaged in creating virtual tours, sharing them with peers online, and implementing self-directed learning strategies. A one-group posttest-only design was…
Descriptors: Independent Study, Computer Simulation, Tourism, Technology Uses in Education
Tayebeh Sargazi Moghadam; Ali Darejeh; Mansoureh Delaramifar; Sara Mashayekh – Interactive Learning Environments, 2024
Learners' emotional states might change during the learning process, and unpredictable variations of a person's emotions raise the demand for regular assessment of feelings during learning. In this paper, an AI-based decision framework is proposed and implemented for e-learning systems that identify suitable micro-brake activities based on the…
Descriptors: Artificial Intelligence, Decision Making, Electronic Learning, Psychological Patterns
Hwang, Wu-Yuin; Hariyanti, Uun; Chen, Nian-Shing; Purba, Siska Wati Dewi – Interactive Learning Environments, 2023
The purpose of this study is to develop and validate an authentic contextual learning framework with six constructs to model the relationships among essential factors of authentic contextual learning. In particular, this framework explores the relationships across six constructs, i.e. learning by applying, healthy learning, collaborative learning,…
Descriptors: Authentic Learning, Models, Experiential Learning, Cooperative Learning
Wang, Hsin-Yun; Sun, Jerry Chih-Yuan – Interactive Learning Environments, 2023
This study investigated student engagement and focused attention in three co-creation environments (a paper-based environment, the 2D Jamboard platform, and the CoSpaces virtual reality (VR) platform). The study utilized a quasi-experimental research design with a total of 66 tenth-grade students including 34 males (52%) and 32 females (48%) from…
Descriptors: Computer Simulation, Learner Engagement, Attention, Electronic Learning
van Riesen, Siswa A. N.; Gijlers, Hannie; Anjewierden, Anjo A.; de Jong, Ton – Interactive Learning Environments, 2022
Inquiry learning is an effective learning approach if learners are properly guided. Its effectiveness depends on learners' prior knowledge, the domain, and their relationship. In a previous study we developed an Experiment Design Tool (EDT) guiding learners in designing experiments. The EDT significantly benefited low prior knowledge learners. For…
Descriptors: Prior Learning, Inquiry, Active Learning, Research Design
Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
Mengqian Wang; Wenge Guo; Qian Dong – Interactive Learning Environments, 2024
Given the changing nature of literacy, it is critical to investigate how learners communicate using the multimodal affordances of digital platforms. Guided by metafunctions of Systemic Functional Linguistics, this study developed a multimodal analytical framework to quantify multimodal composing with indicators of functional meaning to evaluate…
Descriptors: Foreign Countries, High School Students, Digital Literacy, Learning Modalities
Haruna, Hussein; Zainuddin, Zamzami; Okoye, Kingsley; Mellecker, Robin R.; Hu, Xiao; Chu, Samuel Kai Wah; Hosseini, Samira – Interactive Learning Environments, 2023
This study evaluates the effect of game mechanics by employing serious games and gamification for improving learning outcomes. This is done by considering the performances of the students in terms of the test scores. In the quasi-experimental set-up, which consists of 108 students in their intact three classes attended a series of lessons on…
Descriptors: Gamification, Game Based Learning, Sex Education, Sexuality
Jo-Chi Hsiao; Jason S. Chang – Interactive Learning Environments, 2024
During the COVID-19 pandemic, global teachers gained extensive experiences with teaching online courses. To design quality online courses in the post-pandemic era, the impact of the latest technology, such as artificial intelligence (AI), must be considered. Investigating how teachers incorporate AI-powered tools and how students perceive learning…
Descriptors: Artificial Intelligence, Technology Uses in Education, Electronic Learning, English (Second Language)
Chi-Tung Chen; Chih-Ming Chen; Hsiao-Ting Tsai – Interactive Learning Environments, 2024
This study utilised the instant semantic analysis and feedback system (ISAFS) to assist learners in the online discussion learning activities of socio-scientific issues (SSIs) and to document their learning process behaviours for behavioural analyses. The aim was to understand the learners' discussion behaviours during the ISAFS assisted learning…
Descriptors: Behavior Patterns, Electronic Learning, Discussion, Instructional Effectiveness
Jon-Chao Hong; Chien-Hung Lin; Chin-Chieh Juh – Interactive Learning Environments, 2024
Referring to the advantages of intelligent personal assistants, or virtual agents, Charades can be implemented with a Chatbot to enhance students' vocabulary mastery. However, only a few studies have addressed the effectiveness of learning through practice with chatbots based on the Charades approach. We designed a Charades game using Google…
Descriptors: Artificial Intelligence, Computer Uses in Education, Games, Vocabulary Development
Changhao Liang; Rwitajit Majumdar; Yuta Nakamizo; Brendan Flanagan; Hiroaki Ogata – Interactive Learning Environments, 2024
In-class group work activities are found to promote the interpersonal skills of learners. To support the teachers in facilitating such activities, we designed a learning analytics-enhanced technology framework, Group Learning Orchestration Based on Evidence (GLOBE) using data-driven approaches. In this study, we implemented the algorithmic group…
Descriptors: Algorithms, Group Dynamics, Group Activities, Learning Analytics
Liang, Hsin-Yi; Hsu, Tien-Yu; Hwang, Gwo-Jen; Chang, Shao-Chen; Chu, Hui-Chun – Interactive Learning Environments, 2023
In the past decades, collaborative game-based learning has been used to facilitate students' learning in authentic learning contexts. Although several previous studies have reported the potential of this approach for students' learning performance and motivation, unequal participation could negatively influence the learning effectiveness of…
Descriptors: Museums, Science Education, Critical Thinking, Competency Based Education