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Sladana Mitrovic; Radoslav Božic; Ðurdica Takaci – Interactive Learning Environments, 2024
In this paper, we present the analysis of the students' achievements in learning calculus in a dynamic software environment during the COVID-19 crisis. Two groups of students, the experimental and the control one, were monitored. Blended learning was applied to the students in the experimental group, with the help of "Microsoft Teams"…
Descriptors: Blended Learning, Calculus, COVID-19, Pandemics
Di Sun; Gang Cheng; Heng Luo – Interactive Learning Environments, 2024
Recently, researchers have proposed to leverage technology-supported data (log files) to investigate temporal and sequential patterns of interaction behaviors in learning processes. There are two major challenges to be addressed: clarifying the positioning of interaction levels and identifying the evolution of the interaction action patterns in…
Descriptors: Foreign Countries, Undergraduate Students, Computer Science, MOOCs
Zoltan Buzady; Agnes Wimmer; Anita Csesznak; Peter Szentesi – Interactive Learning Environments, 2024
The considerable proliferation of serious games (SG) in management education necessitates an academic foundation grounded in the concepts and practice of leadership, Flow, learning and development theory. Going beyond addressing the benefits of SG, this study is the first to demonstrate the successful use of SG in two areas: (a) teaching Flow…
Descriptors: Game Based Learning, Psychometrics, Leadership Qualities, Leadership Training
Yan Hua Chen; Kai Zhang – Interactive Learning Environments, 2024
The paper investigates the effect of introducing a course in Web Development for Chinese students on their academic achievements and the basic competencies, using traditional and online approaches. For the experimental learning purposes, 300 students were selected from three universities located in China's largest cities: Shanghai, Beijing, and…
Descriptors: Universities, Foreign Countries, Web Sites, Academic Achievement
Aïcha Bakki; Lahcen Oubahssi; Youness Laghouaouta; Sébastien George – Interactive Learning Environments, 2024
Business Process Model and Notation (BPMN) is a standard formalism for business process modeling that is very popular in professional practices due to its expressiveness, the well-defined meta-model, and its easiness of use by non-technical users. For instance, BPMN2.0 is used for business processes in commercial areas such as banks, shops,…
Descriptors: MOOCs, Learning Management Systems, Business Education, Models
Mouna Denden; Ahmed Tlili; Nian-Shing Chen; Mourad Abed; Mohamed Jemni; Fathi Essalmi – Interactive Learning Environments, 2024
Gamification has gained an increasing attention from researchers and practitioners in various domains including education as it can increase learners' engagement and motivation. However, little is known about how educational gamification experiences can be influenced by learners' characteristics. Therefore, this study provides a systematic…
Descriptors: Gamification, Educational Games, Educational Research, Data Collection
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
Samah H. Almaki; Mnyero A. Gunda; Khairuddin Idris; Abdul Talib M. Hashim; Siti Rahaimah Ali – Interactive Learning Environments, 2024
Despite simulation games (SGs) being a novel pedagogical tool that can soundly represent real environments to enhance students' learning outcomes, knowledge, and skills, there is still a lack of an overview of the current theoretical understanding of using simulation games as a pedagogical method to develop K-12 learning outcomes. Taking an…
Descriptors: Literature Reviews, Content Analysis, Elementary Secondary Education, Computer Simulation
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
Lei Xie; Cixiao Wang – Interactive Learning Environments, 2024
Connectionist MOOC (cMOOC) is a type of MOOC, which can provide an online learning space for learners to sustainable connect. This study analyzed the learning behavior and motivation of repeat learners in the cMOOC "Internet + Education: a dialogue between theory and practice" to study the repeat learning needs and characteristics of…
Descriptors: Learning Analytics, Motivation Techniques, MOOCs, Sustainability
Gulnar Kazhikenova; Engilika Zhumataeva; ?aira Kozhamzharova; Saltanat Aubakirova; Anar Popandopulo – Interactive Learning Environments, 2024
Modern education is a rapidly developing field of social practice. Requirements for the professional skills of future specialists are being developed; mechanisms are being created that stimulate improving the quality of education. This research is aimed to identify the level of students' reflective competencies with the formation of a distance…
Descriptors: Reflection, Distance Education, Competence, Foreign Countries
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
Baek, Clare; Doleck, Tenzin – Interactive Learning Environments, 2023
To examine the similarities and differences between two closely related yet distinct fields -- Educational Data Mining (EDM) and Learning Analytics (LA) -- this study conducted a literature review of the empirical studies published in both fields. We synthesized 492 LA and 194 EDM articles published during 2015-2019. We compared the similarities…
Descriptors: Data Analysis, Learning Analytics, Literature Reviews, Educational Research
De Back, Tycho T.; Tinga, Angelica M.; Louwerse, Max M. – Interactive Learning Environments, 2023
Immersive virtual environments hold unexplored potential to scaffold and stimulate learning in multiple ways for the purpose of increasing potential learning gains. Yet, the number of implementations in educational settings remains very limited. One reason for limited implementation of immersive virtual environment applications may be a lack of…
Descriptors: Cooperation, Educational Environment, Electronic Learning, Distance Education
Ji-Ping Jiang; Jin-Yan Hu; Yi-Bing Zhang; Xiao-Cui Yin – Interactive Learning Environments, 2023
Critical thinking is one of the core twenty-first century skills. This study designs the strategy of peer assessment based on the theory of knowledge building to improve a class of 33 undergraduate students' critical thinking skills in one semester. The context of knowledge building has four phases--idea generation, idea connection, idea…
Descriptors: Critical Thinking, Thinking Skills, Skill Development, Peer Evaluation

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