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Roxana Draganoiu; Florica Moldoveanu; Anca Morar; Alin Moldoveanu – Interactive Learning Environments, 2024
Almost all educational systems still rely on traditional teaching methods: children must absorb huge uncorrelated amounts of information from various disciplines, multidisciplinary aspects are not developed, the fun factor is missing in most of the classes. Many children sometimes do not fully understand the presented theoretical concepts and…
Descriptors: Elementary School Mathematics, Elementary School Students, Middle School Mathematics, Middle School Students
Tyler S. Love – Interactive Learning Environments, 2024
Providing greater access to computer science (CS) education for K-12 students in the United States (U.S.) has increased interest in integrating CS concepts within authentic science, technology, engineering, and mathematics (STEM) contexts. Physical computing is one method that has demonstrated promising results in other countries (e.g. England)…
Descriptors: Middle School Students, Student Attitudes, Computer Science Education, STEM Education
Thomas K. F. Chiu; Benjamin Luke Moorhouse; Ching Sing Chai; Murod Ismailov – Interactive Learning Environments, 2024
As Artificial Intelligence (AI) advances technologically, it will inevitably bring many changes to classroom practices. However, research on AI in education reflects a weak connection to pedagogical perspectives or instructional approaches, particularly in K-12 education. AI technologies may benefit motivated and advanced students. Understanding…
Descriptors: Teacher Student Relationship, Student Motivation, Artificial Intelligence, Technology Uses in Education
Qing Yu; Kun Yu – Interactive Learning Environments, 2024
Gamified flipped classroom (GFC) is becoming more and more popular. Is it more effective than traditional flipped learning? This meta-analysis explores the effects of GFC on students' learning based on 17 high-quality experimental articles. The results suggest that GFC has an upper-medium positive effect on students' learning (SMD = 0.769, p <…
Descriptors: Gamification, Flipped Classroom, Journal Articles, Instructional Effectiveness
Bing Yang; Chongqing Xie; Tingting Liu; Jing Xu; Weihua Li – Interactive Learning Environments, 2024
It is still a challenge for students to engage in classroom dialogue actively and realize effective dialogue-based learning, as classroom dialogue are influenced by a multitude of factors. It is reasonable to believe that by delving into a specific variable (perceived care) to gain insights into its potential impact on dialogue engagement, which…
Descriptors: Foreign Countries, Junior High School Students, Grade 7, Teacher Student Relationship
Gwo-Jen Hwang; An-Chi Lin; Shao-Chen Chang – Interactive Learning Environments, 2024
Digital games have been used in various disciplines to enhance students' learning interest and effectiveness through the gaming contexts. However, most of the digital educational games use multiple-choice questions to confirm students' learning status, implying the challenge of understanding the actual learning status of students. Also, the gaming…
Descriptors: Game Based Learning, Academic Achievement, Student Behavior, Horticulture
Ho-Yuan Chen; Ding-Chau Wang; Chien-Ching Wu; Yong-Ming Huang – Interactive Learning Environments, 2023
Flipped civic education has attracted many educators' attention, because it can be employed to increase students' interest in learning civic literacy. However, very few researches investigated students' continuance intention to participate in flipped civic education. It is a truly important issue since flipped civic education can be more…
Descriptors: Civics, Citizenship Education, Student Participation, Flipped Classroom
S. Dumas Reyssier; A. Serna; S. Hallifax; J.-C. Marty; S. Simonian; E. Lavoué – Interactive Learning Environments, 2024
The gamification approach is often used in educational settings, with widely varying results on learner motivation. A new trend emerged these last years on adaptive gamification to fit learners' preferences for game mechanics, but little is known on how the adaptation of different game elements impacts different types of learner motivation. In…
Descriptors: Gamification, Student Motivation, Student Characteristics, Secondary School Students
Shufan Yu; Qingtang Liu; Jingjing Ma; Huixiao Le; Shen Ba – Interactive Learning Environments, 2023
Augmented reality (AR) recently shows great potential to facilitate students' learning, especially their learning performance and motivation. However, few studies considered learners' emotional factors such as learning anxiety, which may influence the learning results. This study aims to explore how different experimental conditions (AR &…
Descriptors: Computer Simulation, Physics, Science Instruction, Science Laboratories
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
Qi-Fan Yang; Han Lin; Gwo-Jen Hwang; Pei-Yao Su; Jia-Hua Zhao – Interactive Learning Environments, 2024
In science education, chemistry is a discipline that involves macroscopic matter and microscopic particles. It is difficult for the traditional teaching approach to help learners comprehend abstract chemical knowledge. Researchers have attempted to use Virtual Reality (VR) to help learners realize meaningful knowledge via visualizing the learning…
Descriptors: Foreign Countries, Junior High School Students, Grade 9, Chemistry
Funda Erdogdu; Erkan Erdogdu – Interactive Learning Environments, 2023
The attitude towards ICT determines the amount of incentive for practicing with it, which may directly affect ICT literacy. So, students' attitude inter alia is one of the substantial building blocks of ICT literacy, which in turn is an important component of improved student achievement brought about by it. This paper is devoted to exploring the…
Descriptors: Foreign Countries, Secondary School Students, International Assessment, Student Attitudes
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
Maros, Milan; Korenkova, Marcela; Fila, Milan; Levicky, Michal; Schoberova, Maria – Interactive Learning Environments, 2023
In this article, we have examined the effectiveness of teaching economics through project-based learning. For this purpose, we carried out an experiment at secondary schools in the Slovak Republic. We divided 123 students into control and experimental groups. In both groups, teaching was carried out on the same topic by the same teacher in the…
Descriptors: Foreign Countries, Student Projects, Active Learning, Secondary School Students
Shuxia Yang; Rui Wang; Bing Mei – Interactive Learning Environments, 2024
Given the paucity of research on mobile-assisted language learning (MALL) in secondary schools in China, this retrospective case study explored the psychological processes underlying the non-voluntary MALL experiences of Chinese secondary school students during a lockdown to contain the spread of COVID-19. Drawing on prior technology acceptance…
Descriptors: Foreign Countries, Student Attitudes, Telecommunications, Handheld Devices