Publication Date
In 2025 | 0 |
Since 2024 | 35 |
Since 2021 (last 5 years) | 95 |
Since 2016 (last 10 years) | 164 |
Since 2006 (last 20 years) | 198 |
Descriptor
Source
Interactive Learning… | 198 |
Author
Hwang, Gwo-Jen | 19 |
Chen, Chih-Ming | 7 |
Gwo-Jen Hwang | 7 |
Sung, Han-Yu | 7 |
Tsai, Chia-Wen | 7 |
Tsai, Chin-Chung | 6 |
Chen, Nian-Shing | 5 |
Chang, Chi-Cheng | 4 |
Chu, Hui-Chun | 4 |
Hou, Huei-Tse | 4 |
Huang, Yueh-Min | 4 |
More ▼ |
Publication Type
Journal Articles | 198 |
Reports - Research | 187 |
Tests/Questionnaires | 23 |
Information Analyses | 5 |
Reports - Evaluative | 5 |
Reports - Descriptive | 1 |
Reports - General | 1 |
Education Level
Higher Education | 98 |
Postsecondary Education | 83 |
Elementary Education | 56 |
Middle Schools | 42 |
Secondary Education | 39 |
Intermediate Grades | 31 |
Junior High Schools | 23 |
Grade 5 | 19 |
High Schools | 17 |
Grade 6 | 12 |
Grade 4 | 10 |
More ▼ |
Audience
Policymakers | 1 |
Researchers | 1 |
Location
Taiwan | 198 |
United States | 3 |
Australia | 2 |
Hong Kong | 2 |
Japan | 2 |
Netherlands | 2 |
New Zealand | 2 |
South Korea | 2 |
Asia | 1 |
China | 1 |
Denmark | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Yang, Kai-Hsiang; Chen, Hsiao-Hua – Interactive Learning Environments, 2023
Many studies have confirmed that digital game-based learning can effectively improve students' learning motivation and that properly integrating learning strategies into digital games can effectively improve students' learning achievement. However, rare research has been considered the long-term effect of learning retention. In the current study,…
Descriptors: Active Learning, Learning Strategies, Electronic Learning, Game Based Learning
Ting-Chia Hsu; Ching Chang; Tien-Hsiu Jen – Interactive Learning Environments, 2024
Young learners' vocabulary learning needs interaction with language input when they are engaged in an activity. Given that AI-supported image recognition technologies offer hands-on learning in authentic contexts, and that self-regulated learning (SRL) enables learners to monitor and evaluate their learning when interacting with multi-sensory…
Descriptors: Metacognition, Multisensory Learning, Vocabulary Development, Learning Strategies
Yun-Fang Tu; Gwo-Jen Hwang – Interactive Learning Environments, 2024
The present study employed the draw-a-picture technique and epistemic network analysis (ENA) to reveal university students' viewpoints on ChatGPT-supported learning, as well as the conceptions, roles, and educational objectives of ChatGPT-supported learning among university students with different learning attitudes. The results showed that…
Descriptors: College Students, Student Attitudes, Knowledge Level, Artificial Intelligence
Chih-Hsing Liu; Jeou-Shyan Horng; Sheng-Fang Chou; Tai-Yi Yu; Yung-Chuan Huang; Yen-Ling Ng; Jun-You Lin – Interactive Learning Environments, 2024
The current study provides an integrated comprehensive analysis of mediation-moderation models to understand 567 tourism and hospitality students' viewpoints by exploring multidisciplinary contributions relevant to the big data and new technology application bodies of literature. The results show that self-efficacy was the primary motivation…
Descriptors: Foreign Countries, College Students, Tourism, Hospitality Occupations
Wang, Hsin-Yun; Sun, Jerry Chih-Yuan – Interactive Learning Environments, 2023
This study investigated student engagement and focused attention in three co-creation environments (a paper-based environment, the 2D Jamboard platform, and the CoSpaces virtual reality (VR) platform). The study utilized a quasi-experimental research design with a total of 66 tenth-grade students including 34 males (52%) and 32 females (48%) from…
Descriptors: Computer Simulation, Learner Engagement, Attention, Electronic Learning
Lan, Pei-Shan; Liu, Ming-Chou; Baranwal, Divya – Interactive Learning Environments, 2023
This research is designed to find out whether joining an online community combined with contract learning can enhance the learning motivation of students, promote their self-regulated learning, and improve their academic achievements. In this regard, quasi-experiment research was conducted at primary level students in which the experimental group…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Elementary School Students
Jo-Chi Hsiao; Jason S. Chang – Interactive Learning Environments, 2024
During the COVID-19 pandemic, global teachers gained extensive experiences with teaching online courses. To design quality online courses in the post-pandemic era, the impact of the latest technology, such as artificial intelligence (AI), must be considered. Investigating how teachers incorporate AI-powered tools and how students perceive learning…
Descriptors: Artificial Intelligence, Technology Uses in Education, Electronic Learning, English (Second Language)
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
Chi-Jen Lin; Husni Mubarok – Interactive Learning Environments, 2024
Fostering young learners' computational thinking in AI-based robots is a crucial issue in educational settings. However, there was the complexity of technology in supporting learning activities and the gender gap issue, so an appropriate strategy is needed to guide students to achieve the learning goals. In this study, an AI (Artificial…
Descriptors: Computation, Thinking Skills, Blended Learning, Artificial Intelligence
Liang, Hsin-Yi; Hsu, Tien-Yu; Hwang, Gwo-Jen; Chang, Shao-Chen; Chu, Hui-Chun – Interactive Learning Environments, 2023
In the past decades, collaborative game-based learning has been used to facilitate students' learning in authentic learning contexts. Although several previous studies have reported the potential of this approach for students' learning performance and motivation, unequal participation could negatively influence the learning effectiveness of…
Descriptors: Museums, Science Education, Critical Thinking, Competency Based Education
Ju-Chieh Huang – Interactive Learning Environments, 2024
This research integrated cooperative inquiry strategies to implement blended learning and analyzes the learning effects based on the perspectives of goal setting theory and well-being theory. Blended learning combines the advantages of classroom teaching and online learning and enables students to review material to further their understanding.…
Descriptors: Blended Learning, Cooperative Learning, Inquiry, Goal Orientation
Chih-Hung Lin; Dadan Sumardani – Interactive Learning Environments, 2024
Virtual Reality (VR) has been widely adopted in educational research; however, its implementation in the classroom is still not as well known as in the research field. In other words, there is a gap between researchers and practitioners regarding the pedagogical issue. This study aimed to explore how VR could be applied in science classrooms using…
Descriptors: Computer Simulation, Teaching Methods, Science Education, Authentic Learning
Yi-Fan Liu; Wu-Yuin Hwang; Chia-Hsuan Su – Interactive Learning Environments, 2024
Drama learning is helpful for English speaking, however, few studies provided students with opportunities to practice drama conversations individually. This study proposed a Context-Awareness Smart Learning Mechanism (CASLM) and integrated into SmartVpen that consisted of context-aware learning content, context-aware input assistance, oral…
Descriptors: Context Effect, Artificial Intelligence, Second Language Learning, English (Second Language)
Yu-Min Wang; Chung-Lun Wei; Hsin-Hui Lin; Sheng-Ching Wang; Yi-Shun Wang – Interactive Learning Environments, 2024
As artificial intelligence (AI) technology rapidly develops and is deployed, students increasingly need to understand and learn AI-related skills for future employment. This study investigates how students' AI learning anxiety and AI job replacement anxiety affect intrinsic/extrinsic learning motivations and subsequent AI learning intention. The…
Descriptors: Learning Processes, Artificial Intelligence, Anxiety, Employment Opportunities
Chou, Yi-Shiuan; Hou, Huei-Tse; Chang, Kuo-En; Su, Chien-Lun – Interactive Learning Environments, 2023
This study proposed a cognitive-based game mechanism based on the revised Bloom's taxonomy of cognitive processing dimensions. Moreover, a mobile Chinese history educational game, Void Broken: The Qing Dynasty, was developed based on the cognitive-based game mechanism to promote learners' cognitive thinking in history learning. This empirical…
Descriptors: Cognitive Processes, Handheld Devices, Electronic Learning, Thinking Skills