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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
Tu, Yun-Fang; Hwang, Gwo-Jen – Interactive Learning Environments, 2020
Based on the Technology-based Learning model, the present study reviews the published papers on mobile technologies in Hospitality, Leisure, Sport and Tourism (HLST) education in the Scopus database from 2002 to 2017. Various dimensions, including application domains, research issues, research sample groups, research methods, adopted technologies,…
Descriptors: Educational Trends, Electronic Learning, Hospitality Occupations, Leisure Education
Sung, Han-Yu; Hwang, Gwo-Jen; Chen, Shan-Feng – Interactive Learning Environments, 2019
Owing to the popularity of tablet computers and smart phones, e-books have become an important medium for both formal and informal learning. However, conventional e-books are mainly designed to provide information in the form of multimedia, implying that students spend most of their time memorizing and comprehending what they read from e-books,…
Descriptors: Problem Based Learning, Problem Solving, Electronic Publishing, Books
Sung, Han-Yu; Hwang, Gwo-Jen; Wu, Po-Han; Lin, Dai-Qi – Interactive Learning Environments, 2018
Facilitating students' deep-strategy behaviors and positive learning performances of science inquiry is an important and challenging educational issue. In this study, a contextual science inquiry approach is proposed for developing a 3D experiential game to cope with this problem. To evaluate the impacts of the game on students' science learning…
Descriptors: Foreign Countries, Elementary School Students, Learning Strategies, Elementary School Science
van Loon-Hillen, Nelleke; van Gog, Tamara; Brand-Gruwel, Saskia – Interactive Learning Environments, 2012
A large body of research has shown that for novice learners, instruction that relies more heavily on worked examples than on problem solving, is more effective for learning as shown by higher test performance. Moreover, this beneficial effect is often obtained with less acquisition time and lower cognitive load during acquisition and test phase.…
Descriptors: Mathematics Curriculum, Quasiexperimental Design, Learning Strategies, Problem Solving
Schellens, T.; Van Keer, H.; De Wever, B.; Valcke, M. – Interactive Learning Environments, 2009
The present study focuses on the use of thinking types as a possible way to structure university students' discourse in asynchronous discussion groups and consequently promote their learning. More specifically, the aim of the study is to determine how requiring students to label their contributions by means of De Bono's (1991) thinking hats…
Descriptors: Discussion Groups, Identification, Critical Thinking, Thinking Skills

Kemp, R. H.; Stewart, T.; Fung, I. P. W.; Orban, B. – Interactive Learning Environments, 2002
There is evidence to suggest that mature students learn particularly effectively in a problem-solving environment, and that they appear to be especially responsive to analogies and metaphors. Three examples are given of domains where the student has to convert a formulation into an equivalent diagram. Arguably, the process of performing this…
Descriptors: Adult Education, Adult Students, Cognitive Processes, Comprehension
Pedaste, M.; Sarapuu, T.; Outcomes of Education – Interactive Learning Environments, 2006
The aim of the present study was to investigate those factors influencing performance in solving story problems in a web-based environment. A situational simulation, "Hiking across Estonia," was explored by two samples of voluntary groups of students, comprising 65 and 50 groups, respectively. They solved 25 ecological and environmental story…
Descriptors: Problem Solving, Cluster Grouping, Computer Assisted Instruction, Skill Development