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M. G. Boltyshev – Interactive Learning Environments, 2024
The article is devoted to the experts' assessment of the application of gamification in corporate training. It analyzes the experiences of companies that use gamification in training their employees, as well as the survey of experts (n = 81) in the field of corporate training. The aim of the study was to identify common strategies for the…
Descriptors: Gamification, Corporate Education, Program Effectiveness, Corporations
Gila Kurtz; Dan Kohen-Vacs – Interactive Learning Environments, 2024
Humanoid robotics is an emerging field striving to deploy technological devices capable of resembling and mimicking the human form. Primarily, the capability of human-like robots to interact with people has proved to be contributory in areas such as education and caretaking, but less so in adult training. In this study, we outline the design and…
Descriptors: Robotics, Technology Uses in Education, Teamwork, Training
Wang, Jingyun; Shimada, Atsushi; Oi, Misato; Ogata, Hiroaki; Tabata, Yoshiyuki – Interactive Learning Environments, 2023
This study presents an ontology-based visualization support system for e-book learners which promotes both meaningful receptive learning and meaningful discovery learning. To examine the system effectiveness, two learning modes are used: (a) reception comparison mode, where at the outset learners are shown complete versions of expert-generated…
Descriptors: Visualization, Electronic Publishing, Books, Electronic Learning
Haruna, Hussein; Zainuddin, Zamzami; Okoye, Kingsley; Mellecker, Robin R.; Hu, Xiao; Chu, Samuel Kai Wah; Hosseini, Samira – Interactive Learning Environments, 2023
This study evaluates the effect of game mechanics by employing serious games and gamification for improving learning outcomes. This is done by considering the performances of the students in terms of the test scores. In the quasi-experimental set-up, which consists of 108 students in their intact three classes attended a series of lessons on…
Descriptors: Gamification, Game Based Learning, Sex Education, Sexuality
Lin Zhong – Interactive Learning Environments, 2024
Being efficient learners is important in the modern workforce, but improved performance and cognitive load do not imply that students are efficient learners. This study investigated the effectiveness of a personalized role-playing game in students' learning efficiency (LE) and mental efficiency. Results showed that students in the personalized…
Descriptors: Role Playing, Game Based Learning, Program Effectiveness, Learning Processes
Chen, Hsiu-Ling; Wu, Cheng-Ting – Interactive Learning Environments, 2023
The present research examined the effect of digital role-playing game-based learning on high school students' critical thinking ability. Playing a digital game designed with RPG Maker and whose story lines featured critical thinking questions, a total of 32 high school student participants were given a learning context to practice critical…
Descriptors: High School Students, Computer Games, Video Games, Role Playing
Chen, Jyun-Chen – Interactive Learning Environments, 2022
"Learning by doing" involves completing a practice activity through the method of inquiry. This study combined the predict-observe-explain (POE) inquiry method and hands-on doing processes to develop a cycle-mode POED (predict-observe-explain-do) model with an e-learning system to help students complete a practice activity using…
Descriptors: Inquiry, Prediction, Observation, Hands on Science
Barrett, Alex; Pack, Austin; Guo, Yajing; Wang, Ningjuan – Interactive Learning Environments, 2023
Virtual reality is a rapidly developing technology and its applications are being explored in a variety of educational fields. While an increasing amount of attention is being paid to VR as a language learning tool, there remains less research on using VR with languages other than English. Adapting the Technology Acceptance Model, this study…
Descriptors: Second Language Learning, Chinese, Educational Technology, Technology Uses in Education
Ricke, Audrey – Interactive Learning Environments, 2022
Fostering student-student and student-faculty interactions involves not only pedagogical design but also classroom technology. Image-sharing projection software, which allows multiple students to simultaneously share images from their electronic devices to the classroom's screens, offers a new form of communication in medium to large-size social…
Descriptors: Teacher Student Relationship, Peer Relationship, Interaction, Computer Software
Mohammad Reza Keramati; Robyn M. Gillies – Interactive Learning Environments, 2024
The purpose of this study was to examine the effects of cooperative learning (CL) on the academic achievement of student teachers. A mixed-methods sequential explanatory design was implemented in which quantitative data were collected first, followed by qualitative data to clarify the results of the experimental study. Achievement test,…
Descriptors: Cooperative Learning, Academic Achievement, Preservice Teachers, Preservice Teacher Education
Fatih Kalemkus; Müzeyyen Bulut-Özek – Interactive Learning Environments, 2024
The purpose of this research is to examine the effects of online project-based learning on students' metacognitive awareness. The participants of the research were 53 students attending 6th grade. The research was carried out using the mixed method approach and it was conducted with the action research model. Pre-test and post-test quantitative…
Descriptors: Student Projects, Grade 6, Middle School Students, Metacognition
Ge, Zi-Gang – Interactive Learning Environments, 2022
This study seeks to investigate the impact of a real-time multi-peer feedback process with the use of a web-based polling software on adult e-learners' learning performance. Two groups of participants with 30 members in each were involved in the experiment. In the two-and-a-half-hour experiment, the experimental group adopted a web-based polling…
Descriptors: Feedback (Response), Peer Evaluation, Computer Software, Adult Learning
Jung, Jaewon; Shin, Yoonhee; Zumbach, Joerg – Interactive Learning Environments, 2021
This study investigated the effects of pre-training types on the cognitive load, collaborative knowledge construction and level of learning in a computer-supported collaborative learning environment. Pre-training was provided to help learners optimise their cognitive load, build accurate shared-knowledge and achieve successful deep learning. The…
Descriptors: Cognitive Processes, Difficulty Level, Knowledge Level, Cooperative Learning
Bouchrika, Imed; Harrati, Nouzha; Wanick, Vanissa; Wills, Gary – Interactive Learning Environments, 2021
In spite of the unprecedented popularity to use innovative gaming concepts within the educational context in order to promote active learning, engage people and solve motivational problems, there is an emerging body of research work arguing that gamification is not effective to increase neither the students engagement nor the learning outcomes. In…
Descriptors: Game Based Learning, Electronic Learning, Program Effectiveness, Technology Integration
Lin, Wen-Shan; Chen, Hong-Ren; Huang, Yueh-Min – Interactive Learning Environments, 2023
This paper aims to investigate the antecedents of how crowdfunded projects succeed over crowdsourcing platforms (CFPs) on the Internet. As CFPs make quite a large number of open innovations feasible, little is known about knowledge sharing and cross-project learning (CPL) in association with the success of crowdfunded projects. No study has…
Descriptors: Internet, Social Support Groups, Teamwork, Cooperation

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