Publication Date
In 2025 | 0 |
Since 2024 | 5 |
Since 2021 (last 5 years) | 8 |
Since 2016 (last 10 years) | 13 |
Since 2006 (last 20 years) | 36 |
Descriptor
Source
Interactive Learning… | 43 |
Author
Teo, Timothy | 3 |
diSessa, Andrea A. | 2 |
Ainhoa Alvarez | 1 |
Alec M. Bodzin | 1 |
Alevizou, Panagiota | 1 |
Alier, Marc | 1 |
Andrew Kwok-Fai Lui | 1 |
Aydin, Cansu Cigdem | 1 |
Azevedo, Flavio S. | 1 |
Bahari, Akbar | 1 |
Bankovic, Dragic | 1 |
More ▼ |
Publication Type
Journal Articles | 43 |
Reports - Research | 21 |
Reports - Descriptive | 10 |
Reports - Evaluative | 10 |
Information Analyses | 2 |
Tests/Questionnaires | 2 |
Education Level
Audience
Location
Taiwan | 5 |
Singapore | 3 |
United Kingdom | 3 |
Australia | 2 |
Serbia | 2 |
Turkey | 2 |
Canada | 1 |
China | 1 |
Denmark | 1 |
Hong Kong | 1 |
Israel | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Teachers Sense of Efficacy… | 1 |
What Works Clearinghouse Rating
Qing Yu; Bao-min Li; Qi-yun Wang – Interactive Learning Environments, 2024
In recent years, 3D holographic technology (3DHT) has attracted more and more attention from the field of education, bringing new opportunities to reform the delivery of instruction and learning. Whether the application of 3D holographic technology can effectively improve student learning performance has become a pendent issue. In this study, a…
Descriptors: Visual Aids, Technology, Learning Processes, Meta Analysis
Andrew Kwok-Fai Lui; Sin-Chun Ng; Stella Wing-Nga Cheung – Interactive Learning Environments, 2024
The technology of automated short answer grading (ASAG) can efficiently process answers according to human-prepared grading examples. Computer-assisted acquisition of grading examples uses a computer algorithm to sample real student responses for potentially good examples. The process is critical for optimizing the grading accuracy of machine…
Descriptors: Grading, Computer Uses in Education, Educational Technology, Artificial Intelligence
Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
Ainhoa Alvarez; Mikel Villamañe – Interactive Learning Environments, 2024
Assessment is a key element in any course, and providing students with a balance between formative and summative assessments is crucial. Defining such a process is a complex task for teachers and often entails a great workload. This makes it necessary to have tools to help in the assessment process definition and its monitoring. This paper first…
Descriptors: Open Source Technology, Learning Management Systems, Student Evaluation, College Students
Bahari, Akbar – Interactive Learning Environments, 2023
The purpose of this systematic review was three-fold: (a) to convey technology-assisted language learning (TALL) affordances that facilitate catering to the nonlinearity and dynamicity of the second language (L2) motivational factors, (b) to identify TALL challenges that inhibit the integration of educational technologies to enhance L2 motivation…
Descriptors: Affordances, Barriers, Technology Uses in Education, Second Language Learning
Paul Bazelais; Gurinder Binner; Tenzin Doleck – Interactive Learning Environments, 2024
As an important tool for STEM education, online labs have gained significant research attention. However, our understanding of online labs is limited by the inattention to the factors that contribute to the acceptance of online labs. This study adopts the UTAUT model to investigate the salient determinants of use of online labs. We test the…
Descriptors: Foreign Countries, High School Students, College Bound Students, Physics
Sun, Fu-Rong; Pan, Long-Fei; Wan, Rong-Gen; Li, Hui; Wu, Shu-Jing – Interactive Learning Environments, 2021
This research aims to explore the latent effect of elementary student engagement in a Spherical Video-based Virtual Reality (SVVR) environment for a school-based course on higher level competence development. Student engagement and higher level competence development were investigated using a valid sample of 324 students from five elementary…
Descriptors: Learner Engagement, Elementary School Students, Computer Simulation, Skill Development
Sen, Senol – Interactive Learning Environments, 2022
This study aims to analyse the correlations between chemistry teachers' sense of efficacy and their technological pedagogical content knowledge in context (TPCKCx). For this purpose, 201 chemistry teachers were included in the study on the basis of volunteering. A total of 121 of the participants were female chemistry teachers and 80 of them were…
Descriptors: Pedagogical Content Knowledge, Technological Literacy, Science Teachers, Chemistry
Teo, Timothy; Milutinovic, Verica; Zhou, Mingming; Bankovic, Dragic – Interactive Learning Environments, 2017
This study examined pre-service teachers' intentions to use computers in traditional and innovative teaching practices in primary mathematics classrooms. It extended the technology acceptance model (TAM) by adding as external variables pre-service teachers' experience with computers and their technological pedagogical content knowledge (TPCK).…
Descriptors: Foreign Countries, Mathematics Education, Preservice Teacher Education, Preservice Teachers
Wu, Pai-Hsing; Wu, Hsin-Kai; Kuo, Che-Yu; Hsu, Ying-Shao – Interactive Learning Environments, 2015
Computer-based learning tools include design features to enhance learning but learners may not always perceive the existence of these features and use them in desirable ways. There might be a gap between what the tool features are designed to offer (intended affordance) and what they are actually used (actual affordance). This study thus aims at…
Descriptors: Science Instruction, Computer Uses in Education, Educational Technology, High School Students
Bhagat, Kaushal Kumar; Liou, Wei-Kai; Michael Spector, J.; Chang, Chun-Yen – Interactive Learning Environments, 2019
Augmented reality (AR) is growing in popularity in teaching and learning due in part to powerful new technologies. What has yet to be well established is when and with which learners and learning tasks AR is an effective approach. Therefore, the aim of this study was to examine the effectiveness of using AR-based formative assessment for improving…
Descriptors: Formative Evaluation, Information Technology, Feedback (Response), Academic Achievement
Kara, Nuri; Aydin, Cansu Cigdem; Cagiltay, Kursat – Interactive Learning Environments, 2014
This article introduces StoryTech, a smart storytelling toy that offers children a mixed reality environment in which to tell imaginative stories. During usability testing, an empirical study was carried out with 90 child participants. The findings indicated that StoryTech creates a rich storytelling experience, especially for ages five and six.
Descriptors: Story Telling, Toys, Educational Technology, Blended Learning
Savin-Baden, M.; Falconer, L. – Interactive Learning Environments, 2016
Virtual worlds are relatively recent developments, and so it is tempting to believe that they need to be understood through newly developed theories and philosophies. However, humans have long thought about the nature of reality and what it means to be "real." This paper examines the three persistent philosophical concepts of Metaxis,…
Descriptors: Case Studies, Correlation, Questionnaires, Simulated Environment
Wang, Sheng-Yuan; Chang, Shao-Chen; Hwang, Gwo-Jen; Chen, Pei-Ying – Interactive Learning Environments, 2018
In traditional teacher-centered mathematics instruction, students might show low learning motivation owing to the lack of applied contexts. Game-based learning has been recognized as a potential approach to addressing this issue; however, without proper alignment between the gaming and math-applied contexts, the benefits of game-based learning…
Descriptors: Mathematics Instruction, Role Playing, Teaching Methods, Educational Games
Blau, Ina; Peled, Yehuda; Nusan, Anat – Interactive Learning Environments, 2016
One-to-one (1X1) laptop initiatives become prevalent in schools aiming to enhance active learning and assist students in developing twenty-first-century skills. This paper reports a qualitative investigation of all 7th graders and their 15 teachers in a junior high-school in Northern Israel gradually implementing 1X1 model. The research was…
Descriptors: Technological Literacy, Pedagogical Content Knowledge, Qualitative Research, Access to Computers