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Chen, Chih-Ming; Li, Ming-Chaun; Huang, Ya-Ling – Interactive Learning Environments, 2023
By applying two-mode social networks and Chinese word segmentation technologies, a novel visualization tool, the instant semantic analysis and feedback system (ISAFS), is designed in this study to present the semantic networks of co-words and non-co-words used in learners' discussion processes and assist learners in grasping the discussion…
Descriptors: Foreign Countries, High School Students, Semantics, Feedback (Response)
Lin, Kuen-Yi; Lu, Shao-Chuan; Hsiao, Hsien-Hsien; Kao, Chia-Pin; Williams, P. John – Interactive Learning Environments, 2023
Over the past few years, digital fabrication has been utilized in technology laboratories to emphasize hands-on learning processes in technology and engineering education. Recent studies indicate that hands-on activities can help students connect with science, technology, engineering, and mathematics (STEM) disciplines and develop key skills…
Descriptors: STEM Education, Imagination, Vocational Interests, Repetition
Dehghani, Marzieh; Mohammadhasani, Nasrin; Hoseinzade Ghalevandi, Mohammad; Azimi, Esmaeil – Interactive Learning Environments, 2023
This study is based on assessing the potential of augmented reality (AR) and infographics in science learning, emphasizing the synergistic effect on improving learning. The study investigates the impact of the combination of AR and infographic design on learning biology. Seventy-five 10th grade male students participated in this study, which…
Descriptors: Computer Simulation, Visual Aids, Biology, Science Education
Tang, Tao; Abuhmaid, Atef M.; Olaimat, Melad; Oudat, Dana M.; Aldhaeebi, Maged; Bamanger, Ebrahim – Interactive Learning Environments, 2023
Due to the spread of COVID-19 worldwide, a large number of universities had to close their campuses. To maintain teaching and learning during this disruption to the traditional teaching, most universities have adopted online teaching model. The current study aimed at investigating the efficacy of various online teaching modes as well as comparing…
Descriptors: Flipped Classroom, Electronic Learning, COVID-19, Pandemics
Su Cai; Xiaojie Niu; Yuxi Wen; Jiangxu Li – Interactive Learning Environments, 2023
Inquiry-based learning (IBL) is one of the most important learning strategies. Augmented Reality (AR) is an effective way to support this strategy, which is considered conducive to enhance academic achievements of students during IBL. This paper investigated teacher-student interactions during AR-supported IBL by comparison and case study. First,…
Descriptors: Active Learning, Inquiry, Computer Simulation, Interaction
Kangxu Cui – Interactive Learning Environments, 2023
The article is devoted to the study of the possibilities of augmented reality (AR) mobile applications in acquiring piano skills. The study presents concept of the online course "Piano for Beginners" with the implementation in the educational practices of mobile applications: Flowkey -- Learn Piano; Simply Piano; Skoove: Learn to Play…
Descriptors: Foreign Countries, Music Education, College Students, Student Attitudes
Kamarudin, Suzilawati; Shoaib, Haneen Mohammad; Jamjoom, Yussra; Saleem, Muhammad; Mohammadi, Parisa – Interactive Learning Environments, 2023
This study investigates students' behavioural intention towards e-learning practices through the augmented reality app during the COVID-19 pandemic. It extends the literature on the effectiveness of e-learning through the augmented reality app by investigating the students' social, personal, emotional, and cognitive roles in their behavioural…
Descriptors: Foreign Countries, Student Behavior, Intention, Electronic Learning
Cheng, Ya-Wen; Wang, Yuping; Cheng, I-Ling; Chen, Nian-Shing – Interactive Learning Environments, 2019
Collaborative learning has long been proved to be a crucial agent for enhancing students' social skills, problem-solving abilities and individual learning performance. Understanding how students move from one phase to another in their collaboration process can inform educators of how best to facilitate such learning. However, this is still an area…
Descriptors: Interaction, Computer Simulation, Mathematics Activities, Computer Games
Perez-Ramirez, Miguel; Arroyo-Figueroa, G.; Ayala, A. – Interactive Learning Environments, 2021
The application of virtual reality (VR) technologies is beneficial to the training related to industrial processes. Mainly because the technologies allow training complex threatening tasks within a safe environment. The interactive three-dimensional (3D) representation of a real world seems to be a more effective learning medium than other…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Training
Anh Nguyen Nhat; Marni Manegre – Interactive Learning Environments, 2024
In the context of online stories and games, web forms can be an excellent instrument for generating interactive narratives. Using web forms, authors can enable readers to make decisions that influence the story's progression. Additionally, web forms can be used for interactive reading tasks, not only to increase reading but also to promote foreign…
Descriptors: Second Language Learning, Technology Uses in Education, Interaction, Reading Instruction
Mauricio E. Reyes; Ricardo Cruz; Ivan Meza – Interactive Learning Environments, 2024
In this work, we study the feeling of membership in undergraduate students who interact with their higher education institution through a virtual environment. We explore the "Centro de Investigaciones en Diseño Industrial" (CIDI) case, in which a virtual environment was built using the Roblox platform to enhance the online experience…
Descriptors: Foreign Countries, Undergraduate Students, Distance Education, Electronic Learning
Bian Wu; Xinyu Chang; Yiling Hu – Interactive Learning Environments, 2024
Recent years have seen an increase number of studies on spherical video-based virtual reality (SVVR) in education.However, the impact of SVVR on learning performance remains unclear and cannot be simply generalized from traditional VR-based education. The purpose of this study was to examine the overall effects of SVVR on cognitive and…
Descriptors: Video Technology, Computer Simulation, Cognitive Processes, Outcomes of Education
Xiaodong Zhang – Interactive Learning Environments, 2024
This qualitative case study investigated L2 readers' semester-long experiences with web-based pre-class peer discussions (WPPD). Data were collected from a university L2 reading course and included field notes on 21 students' web-based learning activities and in-class learning activities, interviews with these students, and their reflections.…
Descriptors: Computer Mediated Communication, Peer Relationship, Discussion (Teaching Technique), Second Language Learning
Shalaunda M. Reeves; Charlotte A. Bolch; Richard T. Bex II; Kent J. Crippen – Interactive Learning Environments, 2024
Recently, interest in understanding the prospects of virtual environments, specifically virtual reality laboratories (VR Lab) -- those that involve a first-person practica experience via a desktop computer or head-mounted display -- in science education has increased. Seemingly ingrained in the process of implementing a VR Lab is a supposition of…
Descriptors: Student Experience, Student Motivation, Student Attitudes, Beliefs
Jian-Guo Jiang; Qing-Shen Li; Xin Guan – Interactive Learning Environments, 2024
Experimental learning is one kind of contextual learning, which places learners in a variety of virtual or real contexts to acquire knowledge, gain ability and experience, and generates emotion through experiencing and perceiving, communicating and exploring, and self-reflecting. Applying VR technology to experiential learning involves both…
Descriptors: Experiential Learning, Computer Simulation, Global Approach, Technology Uses in Education

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