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Cosentino, Giulia; Giannakos, Michail – IEEE Transactions on Learning Technologies, 2023
Smart learning environments (SLEs) leverage technological developments to enable effective, engaging, and personalized learning. SLEs rely on sensor and advanced interconnectivity capabilities to infer and reason. A natural set of affordances for SLEs are those of multisensory environments (MSEs). MSEs enable humans to make full use of their…
Descriptors: Multisensory Learning, Technology Uses in Education, Educational Environment, Literature Reviews
Sonsoles Lopez-Pernas; Kamila Misiejuk; Rogers Kaliisa; Mohammed Saqr – IEEE Transactions on Learning Technologies, 2025
Despite the growing use of large language models (LLMs) in educational contexts, there is no evidence on how these can be operationalized by students to generate custom datasets suitable for teaching and learning. Moreover, in the context of network science, little is known about whether LLMs can replicate real-life network properties. This study…
Descriptors: Students, Artificial Intelligence, Man Machine Systems, Interaction
Chen, Xieling; Zou, Di; Xie, Haoran; Wang, Fu Lee – IEEE Transactions on Learning Technologies, 2023
Research on Educational Metaverse (Edu-Metaverse) has developed into an active research field. Based on 310 academic papers published from 2004 to 2022, this study identifies contributors, scientific cooperations, and research themes using bibliometrics, social network analysis, topic modeling, and keyword analysis. Results suggest that…
Descriptors: Computer Simulation, Technology Uses in Education, Bibliometrics, Social Networks
Ruiperez-Valiente, Jose A.; Kim, Yoon Jeon; Baker, Ryan S.; Martinez, Pedro A.; Lin, Grace C. – IEEE Transactions on Learning Technologies, 2023
Previous research and experiences have indicated the potential that games have in educational settings. One of the possible uses of games in education is as game-based assessments (GBA), using game tasks to generate evidence about skills and content knowledge that can be valuable. There are different approaches in the literature to implement the…
Descriptors: Affordances, Game Based Learning, Student Evaluation, Multivariate Analysis
Gu, Peidi; Xu, Xinhao; Qian, Xueqin; Weng, Tsung-Han – IEEE Transactions on Learning Technologies, 2023
Multiple studies have examined learning and training for autistic students to improve their quality of life by using eXtended-Reality (XR) technologies, which mainly include virtual reality (VR), augmented reality (AR), and mixed reality (MR). Nevertheless, little is known about how technical features and technology affordances of the XR…
Descriptors: Computer Simulation, Simulated Environment, Affordances, Autism Spectrum Disorders
Tabuenca, Bernardo; Serrano-Iglesias, Sergio; Martin, Adrian Carruana; Villa-Torrano, Cristina; Dimitriadis, Yannis; Asensio-Perez, Juan I.; Alario-Hoyos, Carlos; Gomez-Sanchez, Eduardo; L. Bote-Lorenzo, Miguel; Martinez-Mones, Alejandra; Kloos, Carlos Delgado – IEEE Transactions on Learning Technologies, 2021
Smart learning environments (SLEs) have gained considerable momentum in the last 20 years. The term SLE has emerged to encompass a set of recent trends in the field of educational technology, heavily influenced by the growing impact of technologies, such as cloud services, mobile devices, and interconnected objects. However, the term SLE has been…
Descriptors: Affordances, Electronic Learning, Educational Technology, Educational Trends
Kinnebrew John S.; Killingsworth, Stephen S.; Clark, Douglas B.; Biswas, Gautam; Sengupta, Pratim; Minstrell, James; Martinez-Garza, Mario; Krinks, Kara – IEEE Transactions on Learning Technologies, 2017
Digital games can make unique and powerful contributions to K-12 science education, but much of that potential remains unrealized. Research evaluating games for learning still relies primarily on pre- and post-test data, which limits possible insights into more complex interactions between game design features, gameplay, and formal assessment.…
Descriptors: Computer Games, Educational Games, Data Analysis, Science Education
Laru, Jari; Naykki, Piia; Järvelä, Sanna – IEEE Transactions on Learning Technologies, 2015
In this paper, the Gartner Group's hype cycle is used as the basis for categorizing and analyzing research on the educational use of ubiquitous computing. There are five phases of the hype cycle: the technology trigger, the peak of inflated expectations, the trough of disillusionment, the slope of enlightenment, and the plateau of productivity.…
Descriptors: Educational Research, Computer Uses in Education, Handheld Devices, Case Studies