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Ahu Canogullari; Ayhan Kursat Erbas – Interactive Learning Environments, 2024
Technological mediums such as dynamic environments with drag-and-drop features have been considered promising agents in helping students explore and generate conjectures about mathematical concepts. This study investigated the dragging modalities sixth and seventh-grade students use in solving proportional problems in a dynamic geometry…
Descriptors: Problem Solving, Interaction, Computer Simulation, Grade 6
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Qian Fu; Wenjing Tang; Yafeng Zheng; Haotian Ma; Tianlong Zhong – Interactive Learning Environments, 2024
In this study, a predictive model is constructed to analyze learners' performance in programming tasks using data of programming behavioral events and behavioral sequences. First, this study identifies behavioral events from log data and applies lag sequence analysis to extract behavioral sequences that reflect learners' programming strategies.…
Descriptors: Predictor Variables, Psychological Patterns, Programming, Self Management
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Ya-Ting Yu; Mengping Tsuei – Interactive Learning Environments, 2023
This quasi-experimental study examined the effects of digital game-based learning (DGBL) on elementary-school students' Chinese language learning, self-efficacy and attention. In total, 126 fourth-graders participated in the study for 6 weeks. Two digital games with different mechanisms (completion-contingent and performance-contingent rewards)…
Descriptors: Game Based Learning, Learner Engagement, Attention Control, Self Efficacy
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Guan, Jue-Qi; Wang, Liang-Hui; Chen, Qu; Jin, Kai; Hwang, Gwo-Jen – Interactive Learning Environments, 2023
Pottery making in technology education aims to foster students' practical and creative ability. In a typical pottery making class, students receive the teacher's instruction on the fundamental techniques used in pottery making and have opportunities to practice. It is meaningful to construct an observation-doing-reflection process for students in…
Descriptors: Ceramics, Art Education, Educational Technology, Computer Simulation
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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
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Seongyune Choi; Yeonju Jang; Hyeoncheol Kim – Interactive Learning Environments, 2024
Intelligent Personal Assistants (IPAs) are becoming more prevalent in daily and educational contexts, increasing the possibility of using them as learning partners that can provide more personalized and learner-centric learning opportunities. However, research has primarily focused on educational advantages that IPAs may provide, overlooking…
Descriptors: Intelligent Tutoring Systems, Foreign Countries, Technology Uses in Education, Independent Study
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Zhang, Jia; Huang, Yu-Ting; Liu, Tzu-Chien; Sung, Yao-Ting; Chang, Kuo-En – Interactive Learning Environments, 2023
Worksheets are often used during field trips and utilize a learning cycle with three stages (exploration, concept introduction and concept application) to engage learners in the learning activities of observation and exploration. However, traditional paper worksheets do not provide multimedia and interactive presentations with physical objects,…
Descriptors: Computer Simulation, Worksheets, Field Trips, Botany
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Chen-Chen Liu; Dan Wang; Gwo-Jen Hwang; Yun-Fang Tu; Ning-Yu Li; Youmei Wang – Interactive Learning Environments, 2024
Information literacy is an essential twenty-first-century skill for students. Most students face difficulty in discerning online information while searching, evaluating, and utilizing it effectively. Appropriate information evaluating framework, such as RADAR (relevance, authority, date, appearance, and reason for writing), has been recommended to…
Descriptors: Gamification, Educational Environment, Skill Development, Information Literacy
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Wu, Sheng-Yi; Wang, Shu-Ming – Interactive Learning Environments, 2023
Efficient collaborative learning relies on productive interaction among learners. Previous studies have suggested that group gender composition might affect the group dynamics. While previous studies have generally focused on the learning performance of different gender groups, relatively little effort has been devoted to scrutinising the learning…
Descriptors: Cooperative Learning, Social Media, Grouping (Instructional Purposes), Cognitive Processes
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Manabe, Kinnosuke; Hwang, Wu-Yuin; Chuang, Yan-Wen – Interactive Learning Environments, 2023
Under the traditional English learning context, English as a Foreign Language (EFL) learners have few opportunities to apply their knowledge to a real-life setting. According to situated learning theory, different contexts hold different concepts related to learners' real experiences. The researchers, therefore, integrated drama activity into EFL…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Drama
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Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
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Kam Hong Shum; Samuel Kai Wah Chu; Cheuk Yu Yeung – Interactive Learning Environments, 2023
This study examines the use of data analytics to evaluate students' behaviours during their participation in an online collaborative learning environment called SkyApp. To visualise the learning traits of engagement, emotion and motivation, students' inputs and activity data were captured and quantified for analysis. Experiments were first carried…
Descriptors: Student Behavior, Online Courses, Cooperative Learning, Computer Software
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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
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Cheng, Ya-Wen; Wang, Yuping; Cheng, I-Ling; Chen, Nian-Shing – Interactive Learning Environments, 2019
Collaborative learning has long been proved to be a crucial agent for enhancing students' social skills, problem-solving abilities and individual learning performance. Understanding how students move from one phase to another in their collaboration process can inform educators of how best to facilitate such learning. However, this is still an area…
Descriptors: Interaction, Computer Simulation, Mathematics Activities, Computer Games
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Chu, Hui-Chun; Chen, Jun-Ming; Tsai, Chieh-Lun – Interactive Learning Environments, 2017
Mathematics has been widely recognized as being challenging for most students. In this study, an online formative peer-tutoring approach was proposed to cope with this problem, and an online learning system was developed accordingly. To evaluate the effectiveness of the proposed approach, an experiment was conducted to explore its effects on…
Descriptors: Peer Teaching, Tutoring, Electronic Learning, Student Behavior
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