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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
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
Lai, Chiu-Lin; Hwang, Gwo-Jen – Interactive Learning Environments, 2023
Researchers have pointed out the important role of self-regulation in learning. The self-regulated learning (SRL) process consists of three stages (i.e. forethought, performance, and self-reflection), each of which could involve different strategies for achieving the aim of SRL. To enable researchers and teachers to have a whole picture of how…
Descriptors: Learning Strategies, Electronic Learning, Self Management, Self Control
Lemay, David John; Doleck, Tenzin – Interactive Learning Environments, 2022
Predicting student performance in Massive Open Online Courses (MOOCs) is important to aid in retention efforts. Researchers have demonstrated that video watching features can be used to accurately predict student test performance on video quizzes employing neural networks to predict video test grades from viewing behavior including video searching…
Descriptors: MOOCs, Academic Achievement, Prediction, Student Behavior
Sun, Fu-Rong; Hu, Hong-Zhen; Wan, Rong-Gen; Fu, Xiao; Wu, Shu-Jing – Interactive Learning Environments, 2022
To determine the impact of cognitive style on change of concept of engagement in the flipped classroom, a sequential analysis from the perspective of Bloom's Taxonomy was conducted to establish if significant differences existed between the learning achievements and engagement of students with different cognitive styles. The participants were…
Descriptors: Learning Analytics, Preservice Teachers, Educational Change, Learner Engagement
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
Yu, Liang; Zhang, Na; Zhang, Yuanyuan – Interactive Learning Environments, 2023
The aim of this study was to explore the relationships among participation, peer support, self-regulated learning (SRL), course discipline and academic performance in small private open course (SPOC) environments. The study sample comprised of 309 undergraduates who completed SPOCs within the past year and consisted of 53% males (N = 164) and 47%…
Descriptors: Online Courses, Small Group Instruction, Undergraduate Students, Learning Strategies
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
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
Wang, Jingying; Jou, Min – Interactive Learning Environments, 2023
As mobile learning (ML) becomes more and more popular, teaching methods are gradually adapting to flipped classrooms or micro-flipped classrooms. Many studies have discussed the influence of ML-based flipped classrooms on students' learning in a macroscopic way. However, at the micro-level, the impact of these classrooms on students' emotional…
Descriptors: Telecommunications, Handheld Devices, Emotional Development, Cognitive Processes
Wu, Wei-Long; Hsu, Yen; Yang, Qi-Fan; Chen, Jiang-Jie; Jong, Morris Siu-Yung – Interactive Learning Environments, 2023
In recent years, several researchers have introduced spherical video-based virtual reality (SVVR) into classroom teaching to help students learn different subjects. In SVVR learning, learners are typically presented with great autonomy over their learning process. Therefore, learners should engage in self-regulated strategy (SRS) learning in order…
Descriptors: Learning Strategies, Video Technology, Computer Simulation, Academic Achievement
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
Ruiz, Samara; Urretavizcaya, Maite; Rodríguez, Clemente; Fernández-Castro, Isabel – Interactive Learning Environments, 2020
A positive emotional state of students has proved to be essential for favouring student learning, so this paper explores the possibility of obtaining student feedback about the emotions they feel in class in order to discover emotion patterns that anticipate learning failures. From previous studies about emotions relating to learning processes, we…
Descriptors: College Students, Computer Science Education, Emotional Response, Student Reaction
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
Lai, Ting-Ling; Lin, Fang Ting; Yueh, Hsiu-Ping – Interactive Learning Environments, 2020
The purpose of this study is to explore the effectiveness of team-based flipped learning classes on students' learning achievement and motivation. Eighty-two students in two economics classes at a vocational high school participated in the study. This study adopted a pre-test and post-test quasi-experiment design with two teaching approaches…
Descriptors: Blended Learning, Teamwork, Vocational High Schools, Economics Education
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