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Cömert, Zeynep; Samur, Yavuz – Interactive Learning Environments, 2023
Almost in every aspect of life, classification and categorization make it easier for humans to analyze complex structures and systems. In games, the classification of the players based on their demographics, behaviors, expectations and preferences of the game is important to increase players' motivation and satisfaction. Likewise, knowing the…
Descriptors: Classification, Student Characteristics, Models, Student Motivation
Yu-Yin Wang; Yu-Wei Chuang – Interactive Learning Environments, 2024
A review of the literature shows that much academic effort has been expended studying information system usage and information technology adoption. However, these theories/models based on psychological research are not specific to the virtual reality context and may not fully capture the nature of virtual reality-based learning system (VR-BLS)…
Descriptors: Computer Simulation, Electronic Learning, Technology Uses in Education, Learning Management Systems
Artur Strzelecki – Interactive Learning Environments, 2024
ChatGPT is an AI tool that assisted in writing, learning, solving assessments and could do so in a conversational way. The purpose of the study was to develop a model that examined the predictors of adoption and use of ChatGPT among higher education students. The proposed model was based on a previous theory of technology adoption. Seven…
Descriptors: Computer Software, Artificial Intelligence, Synchronous Communication, Technology Uses in Education
Zhonggen Yu; Wei Xu; Paisan Sukjairungwattana – Interactive Learning Environments, 2024
With the development of information technologies, many learners opt to stay home receiving various forms of online education such as massive open online courses (MOOC). However, many learners and instructors complain that MOOC-based learning effectiveness has been dampened by many factors. Through a meta-analysis using Stata/MP 14.0, this study…
Descriptors: MOOCs, Outcomes of Education, Influences, Instructional Effectiveness
Xinru Zhang; Zhongling Pi; Ruili Zhao; Huizhi Bai; Weiping Hu; Xue Wei; Nina Cai; Lingling Zhang – Interactive Learning Environments, 2023
This study aimed to understand the effect of task motivation on online group creative performance and interpersonal interaction. A total of 150 university students were recruited to collaborate online on creativity tasks in dyads. The members' task motivation was manipulated, resulting in three groups that differed in their motivation composition.…
Descriptors: Interpersonal Relationship, Interaction, Computer Mediated Communication, Group Discussion
Emin Ibili; Melek Ölmez; Abdullah Cihan; Firat Bilal; Aysel Burcu Ibili; Nurullah Okumus; Mark Billinghurst – Interactive Learning Environments, 2024
The aim of this study is to investigate the determinants that affect undergraduate students' behavioral intentions to continue learning computer hardware concepts utilizing a Metaverse-based system. The current study examined the factors influencing students' adoption of Metaverse technology at the tertiary level using a model based on the…
Descriptors: Student Behavior, Intention, Computer Simulation, Undergraduate Students
Chen-Chen Liu; Dan Wang; Gwo-Jen Hwang; Yun-Fang Tu; Ning-Yu Li; Youmei Wang – Interactive Learning Environments, 2024
Information literacy is an essential twenty-first-century skill for students. Most students face difficulty in discerning online information while searching, evaluating, and utilizing it effectively. Appropriate information evaluating framework, such as RADAR (relevance, authority, date, appearance, and reason for writing), has been recommended to…
Descriptors: Gamification, Educational Environment, Skill Development, Information Literacy
Gwo-Jen Hwang; An-Chi Lin; Shao-Chen Chang – Interactive Learning Environments, 2024
Digital games have been used in various disciplines to enhance students' learning interest and effectiveness through the gaming contexts. However, most of the digital educational games use multiple-choice questions to confirm students' learning status, implying the challenge of understanding the actual learning status of students. Also, the gaming…
Descriptors: Game Based Learning, Academic Achievement, Student Behavior, Horticulture
Asadullah Khaskheli; Yushi Jiang; Syed Ali Raza; Sara Qamar Yousufi – Interactive Learning Environments, 2024
The global COVID-19 pandemic has led educational institutions to shut down and adopt e-learning practices through computer-mediated communication. An unanticipated switch of online classes from face-to-face classes isolates students from social groups and teachers, causing online disinhibition. Therefore, this paper investigates factors…
Descriptors: Social Isolation, Student Behavior, Electronic Learning, COVID-19
Kam Hong Shum; Samuel Kai Wah Chu; Cheuk Yu Yeung – Interactive Learning Environments, 2023
This study examines the use of data analytics to evaluate students' behaviours during their participation in an online collaborative learning environment called SkyApp. To visualise the learning traits of engagement, emotion and motivation, students' inputs and activity data were captured and quantified for analysis. Experiments were first carried…
Descriptors: Student Behavior, Online Courses, Cooperative Learning, Computer Software
Di Zhang; Gwo-Jen Hwang; Shih-Ting Chu – Interactive Learning Environments, 2024
When encountering difficulties in conventional educational games, learners seldom self-regulate to discover and organize the learning content in the game environment. With the development of the human-computer interaction technology, computer agents are gradually being applied to educational games to provide personalized guidance or support to…
Descriptors: Intelligent Tutoring Systems, Educational Games, Technology Uses in Education, Academic Achievement
Zhang, Jia-Hua; Zou, Liu-cong; Miao, Jia-jia; Zhang, Ye-Xing; Hwang, Gwo-Jen; Zhu, Yue – Interactive Learning Environments, 2020
Extensive studies have been conducted to diagnose and predict students' academic performance by analyzing a large amount of data related to their learning behaviors in a blended learning environment. But there is a lack of research examining how individualized learning interventions could improve students' academic performance in such a learning…
Descriptors: Individualized Instruction, Academic Achievement, Interaction, Blended Learning
Laureano-Cruces, Ana Lilia; Ramirez-Rodriguez, Javier; Mora-Torres, Martha; de Arriaga, Fernando; Escarela-Perez, Rafael – Interactive Learning Environments, 2010
In this paper behavior during the teaching-learning process is modeled by means of a fuzzy cognitive map. The elements used to model such behavior are part of a generic didactic model, which emphasizes the use of cognitive and operative strategies as part of the student-tutor interaction. Examples of possible initial scenarios for the…
Descriptors: Cognitive Mapping, Educational Technology, Teaching Methods, Cognitive Development

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