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Sun, Fu-Rong; Hu, Hong-Zhen; Wan, Rong-Gen; Fu, Xiao; Wu, Shu-Jing – Interactive Learning Environments, 2022
To determine the impact of cognitive style on change of concept of engagement in the flipped classroom, a sequential analysis from the perspective of Bloom's Taxonomy was conducted to establish if significant differences existed between the learning achievements and engagement of students with different cognitive styles. The participants were…
Descriptors: Learning Analytics, Preservice Teachers, Educational Change, Learner Engagement
Chen, Shing-lung; Liu, Yeu-Ting – Interactive Learning Environments, 2023
In the language learning literature, games often deal with foreign language vocabulary, but rarely with learning sentences, and barely with conversations. This study set out to examine the effects of game-based learning on foreign language learners' learning of sentences and discourse-level forms in the following settings: "learning with game…
Descriptors: Second Language Learning, Game Based Learning, Educational Games, Learning Motivation
Chin-Hsi Lin; Keyi Zhou; Shiyun Yang; Zhong Sun – Interactive Learning Environments, 2023
Mobile technology is one of the most important approaches to facilitating vocabulary learning. However, despite an increasing use of mobile devices for this purpose, there is currently no dedicated evaluation framework to examine whether the vocabulary-learning applications on the market are well designed. Building on prior research from the…
Descriptors: Vocabulary Development, English (Second Language), Second Language Learning, Second Language Instruction
Rubén Camacho-Sánchez; Jorge Serna Bardavío; Aaron Rillo-Albert; Pere Lavega-Burgués – Interactive Learning Environments, 2024
This study assessed the effects of an educational intervention grounded in gamified game-based learning on attention, relevance, confidence, satisfaction, intrinsic and extrinsic motivation, as well as academic performance, utilizing the ARCS motivational design model. This study involved 384 undergraduates across three physical activity and sport…
Descriptors: Learning Motivation, Academic Achievement, Gamification, Game Based Learning
Radosavljevic, Vitomir; Radosavljevic, Slavica; Jelic, Gordana – Interactive Learning Environments, 2022
This paper introduces the smart classroom learning model based on the concept of ambient intelligence. By analyzing a smart classroom, the ambient intelligence system detects a student and determines their level of fatigue based on the data about their previous daily academic activities. This information is then used to assign the student the…
Descriptors: Virtual Classrooms, Educational Technology, Technology Uses in Education, Artificial Intelligence
Zheng, Juan; Xing, Wanli; Huang, Xudong; Li, Shan; Chen, Guanhua; Xie, Charles – Interactive Learning Environments, 2023
Research on self-regulated learning (SRL) in engineering design is growing. While SRL is an effective way of learning, however, not all learners can regulate themselves successfully. There is a lack of research regarding how student characteristics, such as science knowledge and design knowledge, interact with SRL. Adapting the SRL theory in the…
Descriptors: Engineering Education, Achievement Gains, Knowledge Level, Learning Strategies
Yu, Liang; Zhang, Na; Zhang, Yuanyuan – Interactive Learning Environments, 2023
The aim of this study was to explore the relationships among participation, peer support, self-regulated learning (SRL), course discipline and academic performance in small private open course (SPOC) environments. The study sample comprised of 309 undergraduates who completed SPOCs within the past year and consisted of 53% males (N = 164) and 47%…
Descriptors: Online Courses, Small Group Instruction, Undergraduate Students, Learning Strategies
Shalva Kikalishvili – Interactive Learning Environments, 2024
Presented study seeks to examine the potential applications of the OpenAI language model, GPT-3, within the realm of education. Specifically, the inquiry focuses on the feasibility of utilizing GPT-3 to generate essays based on customized prompts. To this end, the experimentation involved providing GPT-3 with tailored prompts derived from diverse…
Descriptors: Artificial Intelligence, Natural Language Processing, Technology Uses in Education, Opportunities
Baoqing Song; Yilin Dai; Boning Fu; Gongxin Jiang; Yunji Cai; Jun Wu – Interactive Learning Environments, 2024
Aesthetic literacy originates from rich aesthetic experiences, one of the principal ways people gain such experiences is through arts appreciation. Sixty-seven students participated in 119 art appreciation activities at out-of-school public art venues in China. A digital education platform was used to record students' appreciation process. A…
Descriptors: Artificial Intelligence, Aesthetics, Learning Experience, Informal Education
Pacholek, Kamila; Prostean, Madalina; Burris, Sarah; Cockburn, Lynn; Nganji, Julius; Nadège, Anya Ngo; Mbibeh, Louis – Interactive Learning Environments, 2023
A violent conflict, known as the Anglophone Crisis has been occuring in the Northwest and Southwest Regions of Cameroon since 2016. This conflict and associated consequences have affected the way healthcare is provided. To help meet the needs of healthcare workers and other service providers, a community of practice called 'The Forum' was…
Descriptors: Computer Mediated Communication, Critical Thinking, Counselor Training, Mental Health Workers
Yang, Kai-Hsiang; Chen, Hsiao-Hua – Interactive Learning Environments, 2023
Many studies have confirmed that digital game-based learning can effectively improve students' learning motivation and that properly integrating learning strategies into digital games can effectively improve students' learning achievement. However, rare research has been considered the long-term effect of learning retention. In the current study,…
Descriptors: Active Learning, Learning Strategies, Electronic Learning, Game Based Learning
Al-Qaysi, Noor; Mohamad-Nordin, Norhisham; Al-Emran, Mostafa – Interactive Learning Environments, 2023
To identify the most frequent factors that showed significant results in the previous literature of social media, a quantitative systematic approach of 713 studies was conducted. The results showed that perceived enjoyment (PE), subjective norm (SN), self-efficacy (SE), perceived critical mass (PCM), facilitating conditions (FC), perceived…
Descriptors: Social Media, Higher Education, Student Behavior, Student Attitudes
Chen, Chun-Kuei; Huang, Neng-Tang Norman; Hwang, Gwo-Jen – Interactive Learning Environments, 2022
With reference to the Technology-based Learning model for flipped classrooms, a literature review on Social Sciences Citation Index (SSCI) papers published in the Web of Science (WOS) database was conducted, with the application of flipped learning in science education as the research topic. The study analyzed the existing research on author…
Descriptors: Flipped Classroom, Science Education, Educational Research, Research Methodology
Chin-Hsi Lin; Keyi Zhou; Fangzhou Jin; Wai Ming Cheung – Interactive Learning Environments, 2024
Prior studies have reported positive outcomes of technology-enhanced vocabulary learning and recommended self-regulated learning (SRL) as a design principle for the relevant technologies. However, there has not hitherto been any comprehensive study of the combined use of SRL and specific vocabulary-learning strategies in technology-enhanced…
Descriptors: Vocabulary Development, Learning Strategies, Self Management, Educational Technology
Ma, Xiulin; Liu, Jingjing; Liang, Jing; Fan, Chenyu – Interactive Learning Environments, 2023
The online learning practice has already demonstrated that the quality of interaction and motivation in collaborative learning is not as good as expected, due to the loneliness and burnout feeling spawned by inadequate learning status information about others. This study proposed a model on group awareness to feedback information of group learning…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Group Dynamics, Electronic Learning

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