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Jing Fang; Xiong Xiao; Xiuling He; Yangyang Li; Huanhuan Yuan; Xiaomin Jiao – Interactive Learning Environments, 2024
Knowledge maps are teaching tools that can promote deeply learning and avoid knowledge loss by helping students plan learning paths. Mining potential association rules of concepts from student exercise data was a common method to construct knowledge maps automatically. While manual conditions should be set to filter the association rules future to…
Descriptors: Concept Mapping, Multivariate Analysis, Associative Learning, Learning Strategies
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Baginda Anggun Nan Cenka; Harry B. Santoso; Kasiyah Junus – Interactive Learning Environments, 2024
This study presents a panoramic overview of research conducted between 2010 and 2020 on how the Personal Learning Environment (PLE) supports Self-Regulated Learning (SRL). We elaborate on why the PLE is suitable for SRL, discuss its research themes, explain how the PLE supports SRL and outline the available PLE platforms. The review method we used…
Descriptors: Educational Environment, Self Management, Learning Strategies, Educational Research
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Gemma Tur; Linda Castañeda; Ricardo Torres-Kompen; Jeffrey P. Carpenter – Interactive Learning Environments, 2024
This article analyzes the relationship between self-regulated learning (SRL) and personal learning environments (PLE) in light of the educational academic literature of the decade 2010-2020. This study uses a systematized literature review followed by a qualitative analysis of the most cited literature to establish a narrative that highlights and…
Descriptors: Educational Environment, Self Management, Skills, Educational Research
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Kyle R. Vareberg; Carrie Anne Platt – Interactive Learning Environments, 2024
Previous research links personalized learning with gains in student motivation and learning outcomes. Understanding the methods and processes students use when they engage in informal learning can help instructors facilitate personalized learning more effectively and efficiently. Toward that end, our study develops a theoretical framework for…
Descriptors: Technology Uses in Education, Video Technology, Independent Study, Academic Achievement
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Ching-Yi Chang; Hsiu-Ju Jen; Jie Chi Yang – Interactive Learning Environments, 2024
Nursing students participating in labor support training need to learn core clinical skills to assess the delivery process to reduce the risk and labor pain of pregnant women. We proposed an approach to integrate scenario game-based learning with the experiential learning strategy to facilitate nursing students' learning performance and six core…
Descriptors: Vignettes, Game Based Learning, Experiential Learning, Learning Strategies
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Kai-Yu Tang; Yuen-Hsien Tseng; Yun-Fang Tu – Interactive Learning Environments, 2024
This study conducted a systematic review to identify the mainstreams of contemporary digital reading research. We performed a co-citation network analysis to examine the streams and features of key topics in digital reading research. We also performed content analysis and used the bibliometrix R-package to map digital reading research themes and…
Descriptors: Reading Research, Citation Analysis, Literature Reviews, Digital Literacy
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Rubén Camacho-Sánchez; Jorge Serna Bardavío; Aaron Rillo-Albert; Pere Lavega-Burgués – Interactive Learning Environments, 2024
This study assessed the effects of an educational intervention grounded in gamified game-based learning on attention, relevance, confidence, satisfaction, intrinsic and extrinsic motivation, as well as academic performance, utilizing the ARCS motivational design model. This study involved 384 undergraduates across three physical activity and sport…
Descriptors: Learning Motivation, Academic Achievement, Gamification, Game Based Learning
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Shalva Kikalishvili – Interactive Learning Environments, 2024
Presented study seeks to examine the potential applications of the OpenAI language model, GPT-3, within the realm of education. Specifically, the inquiry focuses on the feasibility of utilizing GPT-3 to generate essays based on customized prompts. To this end, the experimentation involved providing GPT-3 with tailored prompts derived from diverse…
Descriptors: Artificial Intelligence, Natural Language Processing, Technology Uses in Education, Opportunities
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Baoqing Song; Yilin Dai; Boning Fu; Gongxin Jiang; Yunji Cai; Jun Wu – Interactive Learning Environments, 2024
Aesthetic literacy originates from rich aesthetic experiences, one of the principal ways people gain such experiences is through arts appreciation. Sixty-seven students participated in 119 art appreciation activities at out-of-school public art venues in China. A digital education platform was used to record students' appreciation process. A…
Descriptors: Artificial Intelligence, Aesthetics, Learning Experience, Informal Education
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Chin-Hsi Lin; Keyi Zhou; Fangzhou Jin; Wai Ming Cheung – Interactive Learning Environments, 2024
Prior studies have reported positive outcomes of technology-enhanced vocabulary learning and recommended self-regulated learning (SRL) as a design principle for the relevant technologies. However, there has not hitherto been any comprehensive study of the combined use of SRL and specific vocabulary-learning strategies in technology-enhanced…
Descriptors: Vocabulary Development, Learning Strategies, Self Management, Educational Technology
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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
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Chi-Jen Lin; Husni Mubarok; Rakha Ramadhana A.B.; Samuel Gasperius; Chia-Ying Liu; Salisa Sawettanun; Kantapat Meesomyut; Ling-Rong Zheng – Interactive Learning Environments, 2024
This systematic review aimed to investigate the role of technology as a solution in Speech-Language Pathology (SLP). A total of 49 articles published between 2004 and 2023 were examined to gather information on general aspects, methodology, technology implementation, learning outcomes, and limitations and solutions related to technology-enhanced…
Descriptors: Educational Trends, Technology Uses in Education, Learning Strategies, Speech Language Pathology
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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
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Khalaf Alharbi – Interactive Learning Environments, 2024
This study focuses on developing specific vocabulary learning strategies to assist the receptive knowledge of English for Specific Purposes (ESP). It aims to provide a practical framework for teaching technical vocabulary. The study introduced the Multimedia Strategic Vocabulary Learning (MSVL) model and investigated its effects on teaching…
Descriptors: Vocabulary Development, English for Special Purposes, COVID-19, Pandemics
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Ching-Yi Wang; Cheng-Han Lin – Interactive Learning Environments, 2024
COVID-19 has forced many universities to adopt online teaching. However, the design discipline attaches great importance to on-site operation and face-to-face design discussions, causing teachers to face major challenges in the implementation of distance teaching. The purpose of this study is to investigate the suitability and teaching strategies…
Descriptors: Teaching Methods, Distance Education, Learning Strategies, Questionnaires
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