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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
Sri Yulianti Ardiningtyas; Ranta Butarbutar; Sukardi Weda; Sahril Nur – Interactive Learning Environments, 2024
Speaking English as a foreign language (EFL) requires the proper instructional techniques and tactics. Since then, other techniques, including online scaffolding or more knowledgeable other in the speaking improvement, have been used. The current research employs scaffolding to teach speaking in comparison to teacher-guided. The goal of this…
Descriptors: English (Second Language), Scaffolding (Teaching Technique), Electronic Learning, Speech Skills
Jiang, Bo; Zhao, Wei; Zhang, Nuan; Qiu, Feiyue – Interactive Learning Environments, 2022
Block-based programing languages (BBPL) provide effective scaffolding for K-12 students to learn computational thinking. However, the output-based assessment in BBPL learning is insufficient as we can not understand how students learn and what mistakes they have had. This study aims to propose a data-driven method that provides insight into…
Descriptors: Programming Languages, Computer Science Education, Problem Solving, Game Based Learning
Hossain, Syed Far Abid; Xi, Zhao; Nurunnabi, Mohammad; Anwar, Bilal – Interactive Learning Environments, 2022
The key purpose of this research is to discuss the role of trajectory movements from education and awareness of sustainability perspective in the higher educational sector. The study analyzes how the trajectory movement of students in various academic places of their interest influences sustainable academic performance. A person-administered…
Descriptors: Academic Achievement, Sustainability, Classrooms, Laboratories
Quadir, Benazir; Chen, Nian-Shing; Isaias, Pedro – Interactive Learning Environments, 2022
The purpose of this study is to review journal papers on educational big data research published from 2010 to 2018. A total of 143 papers were selected. The papers were characterized based on three dimensions: (a) educational goals; (b) educational problems addressed; and (c) big data analytical techniques used. A qualitative content analysis…
Descriptors: Data, Educational Research, Educational Objectives, Data Analysis
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
Liu, Yan; Deng, Lisa; Lin, Lin; Gu, Xiaoqing – Interactive Learning Environments, 2023
With the rapid development of mobile devices and web-based technologies, it becomes common for students to switch between different tasks during study time. However, it remains unclear how the transition between on-task and off-task states happens and how digital devices affect the process. This study examines college students' independent study…
Descriptors: Independent Study, Student Behavior, Behavior Patterns, Time on Task
Ya-Ting Yu; Mengping Tsuei – Interactive Learning Environments, 2023
This quasi-experimental study examined the effects of digital game-based learning (DGBL) on elementary-school students' Chinese language learning, self-efficacy and attention. In total, 126 fourth-graders participated in the study for 6 weeks. Two digital games with different mechanisms (completion-contingent and performance-contingent rewards)…
Descriptors: Game Based Learning, Learner Engagement, Attention Control, Self Efficacy
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
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
Selin Urhan; Oguzhan Gençaslan; Senol Dost – Interactive Learning Environments, 2024
ChatGPT, an artificial intelligence-supported chatbot, has become a resource in the field of education for students across various disciplines. The conversation that unfolds based on the user-generated questions and ChatGPT's responses implies the emergence of an argumentation between the student and ChatGPT. In this study, the argumentation…
Descriptors: Persuasive Discourse, Calculus, Mathematical Concepts, Artificial Intelligence
Guan, Jue-Qi; Wang, Liang-Hui; Chen, Qu; Jin, Kai; Hwang, Gwo-Jen – Interactive Learning Environments, 2023
Pottery making in technology education aims to foster students' practical and creative ability. In a typical pottery making class, students receive the teacher's instruction on the fundamental techniques used in pottery making and have opportunities to practice. It is meaningful to construct an observation-doing-reflection process for students in…
Descriptors: Ceramics, Art Education, Educational Technology, Computer Simulation
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
Shuxia Yang; Rui Wang; Bing Mei – Interactive Learning Environments, 2024
Given the paucity of research on mobile-assisted language learning (MALL) in secondary schools in China, this retrospective case study explored the psychological processes underlying the non-voluntary MALL experiences of Chinese secondary school students during a lockdown to contain the spread of COVID-19. Drawing on prior technology acceptance…
Descriptors: Foreign Countries, Student Attitudes, Telecommunications, Handheld Devices
Shuai He; Yu Lu – Interactive Learning Environments, 2024
Currently, generative AI has undergone rapid development. Numerous studies have attested to the benefits of Gen AI in programming, mathematics and other disciplines. However, since Gen AI mostly uses English as the intrinsic training parameter, it is more effective in facilitating the teaching of courses that use international common notation, but…
Descriptors: Instructional Effectiveness, Technology Uses in Education, Artificial Intelligence, Humanities Instruction

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