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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
Li, Huiyong; Majumdar, Rwitajit; Chen, Mei-Rong Alice; Yang, Yuanyuan; Ogata, Hiroaki – Interactive Learning Environments, 2023
Self-directed learning (SDL) ability, its usefulness in higher education and life-long learning have been highlighted in previous literature. However, there has been much less understanding of the effects of SDL ability in the school settings, specifically the effects on learners' SDL behaviors and processes. To address this limitation, this study…
Descriptors: Junior High School Students, Independent Study, Student Behavior, Reading Achievement
Wu, Sheng-Yi; Wang, Shu-Ming – Interactive Learning Environments, 2023
Efficient collaborative learning relies on productive interaction among learners. Previous studies have suggested that group gender composition might affect the group dynamics. While previous studies have generally focused on the learning performance of different gender groups, relatively little effort has been devoted to scrutinising the learning…
Descriptors: Cooperative Learning, Social Media, Grouping (Instructional Purposes), Cognitive Processes
Çebi, Ayça; Güyer, Tolga – Interactive Learning Environments, 2022
The studies in the literature show that all learners may not benefit from hypermedia learning systems in the same way as a result of their individual differences. Learners with different individual characteristic may display different navigational pattern and they may encounter different problems in the hypermedia learning system. The aim of the…
Descriptors: Modeling (Psychology), Navigation (Information Systems), Electronic Learning, Hypermedia
James Planey; Taehyun Kim; Emma Mercier; Robb Lindgren – Interactive Learning Environments, 2024
Immersive technologies have the potential to play unique roles in the collaborative problem-solving process. To advance research in these contexts, new methods of documenting group collaboration with technology are necessary. The goal of this paper is to develop and utilize a coding scheme that enables investigation of the nature of collaborative…
Descriptors: Learning Processes, Cooperative Learning, Problem Solving, Computer Simulation
Jérôme Hutain; Nicolas Michinov – Interactive Learning Environments, 2024
The role of individual feedback in (online) learning has been widely studied by researchers, but collective feedback based on quizzes and its impact on various academic outcomes has been overlooked to date. The aim of the present study was to compare the effects of displaying individual or collective feedback during an online course on students'…
Descriptors: Feedback (Response), Student Evaluation, Electronic Learning, Student Attitudes
Chi-Tung Chen; Chih-Ming Chen; Hsiao-Ting Tsai – Interactive Learning Environments, 2024
This study utilised the instant semantic analysis and feedback system (ISAFS) to assist learners in the online discussion learning activities of socio-scientific issues (SSIs) and to document their learning process behaviours for behavioural analyses. The aim was to understand the learners' discussion behaviours during the ISAFS assisted learning…
Descriptors: Behavior Patterns, Electronic Learning, Discussion, Instructional Effectiveness
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
Shuyun Han; Zhaoli Zhang; Hai Liu; Weiliang Kong; Zengcan Xue; Taihe Cao; Jiangbo Shu – Interactive Learning Environments, 2024
Online learning democratizes and provides flexibility in accessing education, but it also places greater demands on students' self-regulated learning strategies. Previous studies have explored the important impact of effort regulation on academic performance. However, there remains more to explore on the dynamics of effort regulation among…
Descriptors: Learner Engagement, Academic Achievement, Student Behavior, Self Management
Villena Martínez, Mª Dolores; Pérez García, Purificación; Muñoz García, Antonio – Interactive Learning Environments, 2021
Smartphones (SMPs) play a vital role in the lives of young people and in the university classroom. There are few studies of the use of SMPs by university students, and the existing knowledge is inconsistent and lacking consensus. This article shows the validity of a theoretical model of the use of SMPs in higher education, in the context of the…
Descriptors: Telecommunications, Handheld Devices, Higher Education, College Students
Manabe, Kinnosuke; Hwang, Wu-Yuin; Chuang, Yan-Wen – Interactive Learning Environments, 2023
Under the traditional English learning context, English as a Foreign Language (EFL) learners have few opportunities to apply their knowledge to a real-life setting. According to situated learning theory, different contexts hold different concepts related to learners' real experiences. The researchers, therefore, integrated drama activity into EFL…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Drama
Avci, Ümmühan; Ergün, Esin – Interactive Learning Environments, 2022
The purpose of this study was to examine online students' LMS activities and the effect on their engagement, information literacy, and academic performance. The participants of the study were 65 undergraduate students enrolled to an online "Computer Literacy" course. Cluster analysis was performed on the log data gathered from LMS…
Descriptors: Electronic Learning, Distance Education, Integrated Learning Systems, Learning Activities
Chou, Yi-Shiuan; Hou, Huei-Tse; Chang, Kuo-En; Su, Chien-Lun – Interactive Learning Environments, 2023
This study proposed a cognitive-based game mechanism based on the revised Bloom's taxonomy of cognitive processing dimensions. Moreover, a mobile Chinese history educational game, Void Broken: The Qing Dynasty, was developed based on the cognitive-based game mechanism to promote learners' cognitive thinking in history learning. This empirical…
Descriptors: Cognitive Processes, Handheld Devices, Electronic Learning, Thinking Skills
Al-Rahmi, Waleed Mugahed; Yahaya, Noraffandy; Alamri, Mahdi M.; Alyoussef, Ibrahim Youssef; Al-Rahmi, Ali Mugahed; Kamin, Yusri Bin – Interactive Learning Environments, 2021
This research intends to investigate factors affecting students' behavioural intentions to use a massive open online courses (MOOCs) system. Integrating the technology acceptance model (TAM) with the innovation diffusion theory (IDT), the present research proposes an extended technology acceptance model. Testing of data collected from 1148…
Descriptors: Student Attitudes, Intention, Online Courses, Technology Uses in Education
Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness

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