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Showing 1 to 15 of 103 results Save | Export
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Liu, Sannyuya; Kang, Lingyun; Liu, Zhi; Fang, Jing; Yang, Zongkai; Sun, Jianwen; Wang, Meiyi; Hu, Mengwei – Interactive Learning Environments, 2023
Computer-supported collaborative concept mapping (CSCCM) integrates technology and concept mapping to support students' knowledge understanding, and much research on the behavioral patterns involved in CSCCM activities has been conducted. However, there is limited understanding of the differences in knowledge understanding and behavioral patterns…
Descriptors: Computer Assisted Instruction, Concept Mapping, Student Attitudes, College Students
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Topali, Paraskevi; Mikropoulos, Tassos Anastasios – Interactive Learning Environments, 2023
Learning computer programming can be challenging for primary school students due to its abstract concepts. While teachers seek effective ways to introduce such concepts, the application of learning objects (LOs) can potentially reduce the effort of creating new material from and allows teachers to adapt LOs to students' needs. Although numerous…
Descriptors: Novices, Elementary School Students, Student Motivation, Instructional Effectiveness
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Wong, Ruth – Interactive Learning Environments, 2022
Traditional classroom setting has transitioned from a solely face-to-face, teacher-oriented instructional approach to an integrated, mixed-mode classroom learning dynamic. With this change of educational context, it is imperative to know: are students' basic psychological needs being better met and fulfilled? To address this question, this paper…
Descriptors: Psychological Needs, Student Needs, Blended Learning, Competence
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Wu, Ting-Ting; Sung, Tien-Wen – Interactive Learning Environments, 2023
Social science education aims to enable people to acquire the knowledge and abilities necessary to lead a normal social life. However, social science is often neglected in basic education compared with languages and mathematics, thus affecting students' learning motivation and achievements. In this study, a digital game-based review system was…
Descriptors: Game Based Learning, Outcomes of Education, Elementary School Students, Social Sciences
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Yu-Shan Ting; Yu-chu Yeh – Interactive Learning Environments, 2024
To date, few online game-based learning studies have focused on developing children's growth creativity mindset (growth CM). This study, therefore, aimed to develop a game-based learning system to help children develop their growth CM. Additionally, we investigated the relationship between growth CM, hope belief, and creativity self-efficacy after…
Descriptors: Student Attitudes, Goal Orientation, Intervention, Beliefs
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Timothy Teo; Priscilla Moses; Phaik Kin Cheah; Fang Huang; Tiny Chiu Yuen Tey – Interactive Learning Environments, 2024
Previous studies had identified the potential link between achievement goal and students' technology use. However, the literature on this topic is extremely scarce. The purpose of this study was to investigate the antecedents to technology use among undergraduates via an extended Unified Theory of Acceptance and Use of Technology (UTAUT) model…
Descriptors: Academic Achievement, Goal Orientation, Undergraduate Students, Foreign Countries
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Qureshi, Muhammad Asif; Khaskheli, Asadullah; Qureshi, Jawaid Ahmed; Raza, Syed Ali; Yousufi, Sara Qamar – Interactive Learning Environments, 2023
In higher educational institutes, developing classrooms for active learning is becoming a part of comprehensive educational drive for students involving and engaging in learning. For this purpose, influence of social factors on collaborative learning and engagement has been investigated which will influence learning performance of students. The…
Descriptors: Academic Achievement, Learner Engagement, Cooperative Learning, Active Learning
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Kim, Sang Soo – Interactive Learning Environments, 2023
As education is increasingly going online, propelled by the COVID-19 outbreak, how to build student engagement has become critically important, and it is, therefore, necessary to explore the motivators and barriers to student engagement comprehensively. Given the nature of an online learning environment, this study specifically focused on security…
Descriptors: Online Courses, Universities, COVID-19, Pandemics
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Wu, Shu-Jing; Han, Jiao; Sun, Fu-Rong; Wan, Rong-Gen; Zhao, Yu-Quan – Interactive Learning Environments, 2023
While flipped learning has attempted to explain the benefits of technology applied to educational settings, this study aims to validate research questions and test the theory of the learning strategies in flipped learning. A self-designed questionnaire, consisting of 17 critical indicators of online self-regulation, project-based learning and…
Descriptors: College Students, Learner Engagement, Competence, Flipped Classroom
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Almusharraf, Norah – Interactive Learning Environments, 2023
This study functioned as a digital literacy technique that aided in raising students' motivation and classroom dynamics in reviewing writing structure, terminologies, and related knowledge. This study investigated the effects of integrating questioning strategies with the game-based student response system (GSRS), Kahoot!, into English literature…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, Online Courses
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Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
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Teo, Timothy; Dai, Hai Min – Interactive Learning Environments, 2022
The current research aims to address the concern of high attrition rate in MOOCs via exploring factors underlying learners' acceptance of MOOCs. Despite the plethora of studies on technology acceptance, few have discussed the role of time in technology acceptance. Given that time was reported as an important factor influencing learners' decision…
Descriptors: MOOCs, Foreign Countries, College Students, Student Attitudes
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Sanja Milic; Vlado Simeunovic – Interactive Learning Environments, 2023
Regarding the fact that the entire spring semester in higher education was based on online teaching realized at the state University of East Sarajevo, and that the students thus gained a completely new experience, the aim of this research is to identify and study the e-learning critical success factors (CSF) on the basis of the students'…
Descriptors: Electronic Learning, Distance Education, Access to Computers, Developing Nations
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Yu-Yin Wang; Yu-Wei Chuang – Interactive Learning Environments, 2024
A review of the literature shows that much academic effort has been expended studying information system usage and information technology adoption. However, these theories/models based on psychological research are not specific to the virtual reality context and may not fully capture the nature of virtual reality-based learning system (VR-BLS)…
Descriptors: Computer Simulation, Electronic Learning, Technology Uses in Education, Learning Management Systems
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Jeon, Jaeho – Interactive Learning Environments, 2023
This study investigated the impact of a flipped approach to EFL classes on learners' use of technology and their attitudes toward technology for language learning. Among 428 EFL primary school learners divided into four groups, two groups confirmed to have homogenous attitudes regarding technology participated in this study. Each group was…
Descriptors: Flipped Classroom, English (Second Language), Second Language Learning, Elementary School Students
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