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Bulut, Derman; Samur, Yavuz; Cömert, Zeynep – Smart Learning Environments, 2022
In the 2020s, it is clear that children now spend most of their days in front of the screen. During screen time, playing games is one of the most important activities of children. However, technology is developing day by day and innovations are quickly becoming a natural part of life. Therefore, children now need to be creative people who produce…
Descriptors: Grade 5, Grade 6, Creative Thinking, Educational Technology
Yan Li; Xinyan Zhou; Hong-biao Yin; Thomas K. F. Chiu – Smart Learning Environments, 2025
Artificial Intelligence (AI) chatbots, with their ability to engage in conversations that resemble human interactions, have been increasingly applied to language teaching. Most recent review studies overlook student learning outcomes and the methods to achieve these outcomes in chatbot-supported language learning. Activity Theory (AT) offers a…
Descriptors: Artificial Intelligence, Educational Technology, Language Acquisition, Outcomes of Education
Feng, Zeping; Lau, Newman; Zhu, Mengxiao; Liu, Mengru; Refati, Rehe; Huang, Xiao; Lee, Kun-pyo – Smart Learning Environments, 2023
In Mainland China, the sports training process of most players is highly homogenized, the convergence of which makes them ineffectively be identified with their individual and specific profile and difficult for them to play the sports according to their strengths and characteristics. Moreover, existing sports training software does not…
Descriptors: Foreign Countries, Youth, Team Sports, Training
Lee, Alwyn Vwen Yen; Tan, Seng Chee; Teo, Chew Lee – Smart Learning Environments, 2023
Utilizing generative artificial intelligence, especially the more popularly used Generative Pre-trained Transformer (GPT) architecture, has made it possible to employ AI in ways that were previously not possible with conventional assessment and evaluation technologies for learning. As educational use cases and academic studies become increasingly…
Descriptors: Artificial Intelligence, Technology Integration, Sustainability, Knowledge Level
Lister, Pen – Smart Learning Environments, 2021
The Pedagogy of Experience Complexity for Smart Learning (PECSL) is a four-tier model of considerations for the design and development of learning activities situated in real world hyperlocal locations, mediated by smart enough technologies. Learner experience is placed at the centre of learning design, focusing on the complex interrelated…
Descriptors: Electronic Learning, Teaching Methods, Models, Learning Activities
Leonardou, Angeliki; Rigou, Maria; Panagiotarou, Aliki; Garofalakis, John – Smart Learning Environments, 2022
The primary question of this study is whether OLM and OSLM mechanisms, when used in a digital game, offer higher motivation. Furthermore, the study investigates whether a game's aesthetics and mechanics support players' intrinsic motivation. Both claims are tested through the design, implementation and pilot use of the Multiplication Game (MG). MG…
Descriptors: Game Based Learning, Student Motivation, Student Attitudes, Video Games
Jennifer A. Cardenas Castaneda; Pei-Chun Lin; Patrick C. K. Hung; Hua-Xu Zhong; Hao-An Tseng; Yung-Fa Huang; Rafiq Ahmad – Smart Learning Environments, 2025
Education in science, technology, engineering, and mathematics (STEM) is essential to achieving continued technological advancement. The most critical years for instilling knowledge are during childhood, and a strategic way to accomplish this is through playful materials. Therefore, there is a need to develop more inclusive solutions to achieve…
Descriptors: Instructional Design, STEM Education, Visual Impairments, Students with Disabilities
Casey, Eoghan; Jocz, Jennifer; Peterson, Karen A.; Pfeif, Daryl; Soden, Cassy – Smart Learning Environments, 2023
This paper describes the design, implementation and research of the Cyber Sleuth Science Lab (CSSL), an innovative educational program and supporting virtual learning environment, that combines pedagogical theory, gender inclusive instruction strategies, scientific principles/practices, gamification methods, computational thinking, and real-world…
Descriptors: STEM Education, Disproportionate Representation, Females, Program Design
Al Mamun, Md Abdullah; Lawrie, Gwendolyn – Smart Learning Environments, 2023
Technological innovations and changing learning environments are influencing student engagement more than ever before. These changing learning environments are affecting the constructs of student behavioural engagement in the online environment and require scrutiny to determine how to facilitate better student learning outcomes. Specifically,…
Descriptors: Instructional Design, Student Behavior, Inquiry, Learner Engagement
Çoban, Murat; Göktas, Yüksel – Smart Learning Environments, 2022
One of the most important reasons for deaths and injuries caused by earthquakes is that society does not have sufficient knowledge of appropriate protective behaviors during an earthquake. The purpose of this study is to evaluate the effectiveness of different educational practices in providing primary school students with the knowledge of…
Descriptors: Training Methods, Seismology, Emergency Programs, Instructional Effectiveness
Papamitsiou, Zacharoula; Filippakis, Michail E.; Poulou, Marilena; Sampson, Demetrios; Ifenthaler, Dirk; Giannakos, Michail – Smart Learning Environments, 2021
In the era of digitalization of learning and teaching processes, Educational Data Literacy (EDL) is highly valued and is becoming essential. EDL is conceptualized as the ability to collect, manage, analyse, comprehend, interpret, and act upon educational data in an ethical, meaningful, and critical manner. The professionals in the field of…
Descriptors: Multiple Literacies, Instructional Design, Tutors, Electronic Learning
Ma, Boxuan; Lu, Min; Taniguchi, Yuta; Konomi, Shin'ichi – Smart Learning Environments, 2021
Recommendation systems need a deeper understanding of users and their motivations to improve recommendation quality and provide more personalized suggestions. This is especially true in the education domain, the more about the student is known, the more useful recommendations can be made. However, although many studies on the course recommendation…
Descriptors: College Students, Course Selection (Students), Decision Making, Student Attitudes
Tlili, Ahmed; Huang, Ronghuai; Shehata, Boulus; Liu, Dejian; Zhao, Jialu; Metwally, Ahmed Hosny Saleh; Wang, Huanhuan; Denden, Mouna; Bozkurt, Aras; Lee, Lik-Hang; Beyoglu, Dogus; Altinay, Fahriye; Sharma, Ramesh C.; Altinay, Zehra; Li, Zhisheng; Liu, Jiahao; Ahmad, Faizan; Hu, Ying; Salha, Soheil; Abed, Mourad; Burgos, Daniel – Smart Learning Environments, 2022
The Metaverse has been the centre of attraction for educationists for quite some time. This field got renewed interest with the announcement of social media giant Facebook as it rebranding and positioning it as Meta. While several studies conducted literature reviews to summarize the findings related to the Metaverse in general, no study to the…
Descriptors: Computer Simulation, Technology Uses in Education, Artificial Intelligence, Educational Benefits
Liew, Tze Wei; Pang, Wei Ming; Leow, Meng Chew; Tan, Su-Mae – Smart Learning Environments, 2022
Emotional design refers to imbuing a multimedia learning environment with design attributes that promote learners' positive affect and motivation to enhance learning. One such feature is anthropomorphism, in which human-like attributes are infused into learning elements in a multimedia learning environment. This study examines the affective,…
Descriptors: Multimedia Instruction, Instructional Design, Multimedia Materials, Human Body
Zhang, Xiangling; Tlili, Ahmed; Shubeck, Keith; Hu, Xiangen; Huang, Ronghuai; Zhu, Lixin – Smart Learning Environments, 2021
With the rapid development of information technology, e-books have become convenient for students to improve their learning performance, especially when learning complicated concepts. However, research showed that acceptance of e-books by teachers is fragmented, due to several factors including the e-book design. Therefore, this study combined the…
Descriptors: Open Educational Resources, Electronic Learning, Electronic Publishing, Books