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Zheng, Juan; Xing, Wanli; Huang, Xudong; Li, Shan; Chen, Guanhua; Xie, Charles – Interactive Learning Environments, 2023
Research on self-regulated learning (SRL) in engineering design is growing. While SRL is an effective way of learning, however, not all learners can regulate themselves successfully. There is a lack of research regarding how student characteristics, such as science knowledge and design knowledge, interact with SRL. Adapting the SRL theory in the…
Descriptors: Engineering Education, Achievement Gains, Knowledge Level, Learning Strategies
Michailidis, Nikolaos; Kapravelos, Efstasthios; Tsiatsos, Thrasyvoulos – Interactive Learning Environments, 2022
Students' skilful use of self-regulatory learning strategies is becoming fundamental to the advent of blog-based learning. Moreover, the use of Interaction Analysis (IA) in studying the learning dynamics in Computer-Supported Collaborative Learning (CSCL) activities is on the increase, particularly aiming to support participants by means of IA…
Descriptors: Interaction Process Analysis, Student Motivation, Learning Strategies, Electronic Learning
Li, Huiyong; Majumdar, Rwitajit; Chen, Mei-Rong Alice; Yang, Yuanyuan; Ogata, Hiroaki – Interactive Learning Environments, 2023
Self-directed learning (SDL) ability, its usefulness in higher education and life-long learning have been highlighted in previous literature. However, there has been much less understanding of the effects of SDL ability in the school settings, specifically the effects on learners' SDL behaviors and processes. To address this limitation, this study…
Descriptors: Junior High School Students, Independent Study, Student Behavior, Reading Achievement
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
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
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
Chiu, Thomas K. F. – Interactive Learning Environments, 2023
During the pandemic, school and university students had to urgently move away from traditional classrooms to online learning in their homes. Student engagement that can be explained by self-determination theory (SDT) is important in online learning. Indeed, the founders of SDT recently stated that SDT-based future research should look closely at…
Descriptors: Learner Engagement, Elementary Secondary Education, Distance Education, Electronic Learning
Hew, Khe Foon; Lo, Chung Kwan – Interactive Learning Environments, 2020
Despite the increasing popularity of using video-recorded lectures, we still understand little about how different video styles and study strategies during video lectures may affect student learning. In this paper, we present a systematic investigation of video-recorded lectures in the context of secondary school mathematics education. Study 1…
Descriptors: Foreign Countries, Secondary School Students, Study Habits, Learning Strategies
Lai, Ting-Ling; Lin, Fang Ting; Yueh, Hsiu-Ping – Interactive Learning Environments, 2020
The purpose of this study is to explore the effectiveness of team-based flipped learning classes on students' learning achievement and motivation. Eighty-two students in two economics classes at a vocational high school participated in the study. This study adopted a pre-test and post-test quasi-experiment design with two teaching approaches…
Descriptors: Blended Learning, Teamwork, Vocational High Schools, Economics Education
Hung, Cheng-Yu; Sun, Jerry Chih-Yuan; Liu, Jia-Yin – Interactive Learning Environments, 2019
This study aimed to investigate the effect of flipped classrooms integrated with massive open online courses (MOOCs) and game-based learning on the learning motivation and learning outcomes of students from different backgrounds (in terms of gender, grade, self-confidence indicators in mathematics, and roles played in the game-based learning…
Descriptors: Blended Learning, Online Courses, Game Based Learning, Instructional Effectiveness
Hong, Jon-Chao; Hwang, Ming-Yueh; Liu, Yeu-Ting; Lin, Pei-Hsin; Chen, Yi-Ling – Interactive Learning Environments, 2016
Educational games can be viewed in two ways, "learning to play" or "playing to learn." The Chinese Idiom String Up Game was specifically designed to examine the effect of "learning to play" on the interrelatedness of players' gameplay interest, competitive anxiety, and perceived utility of pre-game learning (PUPGL).…
Descriptors: Educational Games, Prediction, Anxiety, Competition
Ploetzner, Rolf; Fillisch, Benjamin; Gewald, Patrick-André; Ruf, Tatjana – Interactive Learning Environments, 2016
In two studies, we investigated how learning strategies can support learning from multimedia. In the first study, 112 students learned from a web-based learning environment. On the basis of a strategy, one group of students took typewritten notes. The second group of students wrote a summary. Producing typewritten notes did not benefit learning…
Descriptors: Foreign Countries, Middle School Students, Grade 8, Learning Strategies
Pedaste, M.; Sarapuu, T.; Outcomes of Education – Interactive Learning Environments, 2006
The aim of the present study was to investigate those factors influencing performance in solving story problems in a web-based environment. A situational simulation, "Hiking across Estonia," was explored by two samples of voluntary groups of students, comprising 65 and 50 groups, respectively. They solved 25 ecological and environmental story…
Descriptors: Problem Solving, Cluster Grouping, Computer Assisted Instruction, Skill Development