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Showing 76 to 90 of 114 results Save | Export
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Kam Hong Shum; Samuel Kai Wah Chu; Cheuk Yu Yeung – Interactive Learning Environments, 2023
This study examines the use of data analytics to evaluate students' behaviours during their participation in an online collaborative learning environment called SkyApp. To visualise the learning traits of engagement, emotion and motivation, students' inputs and activity data were captured and quantified for analysis. Experiments were first carried…
Descriptors: Student Behavior, Online Courses, Cooperative Learning, Computer Software
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I-Fan Liu; Hui-Chun Hung; Che-Tien Liang – Interactive Learning Environments, 2024
With the rise of big data, artificial intelligence, and other emerging information technologies, an increasing number of students without computer science (CS) backgrounds have begun to learn programming. Programming is considered a complex task for beginners, and instructors find it difficult to quickly address all the problems that students…
Descriptors: Programming, Student Attitudes, Blended Learning, Video Technology
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Hua-yang Zhang; Yi-xin Wang; Wei Liu – Interactive Learning Environments, 2024
During the normalization of COVID-19 control measures, more and more high school students are learning through the Internet. With the widespread use of online teaching, students' internet self-efficacy has become an important factor in measuring students' online learning ability. Although researchers have been paying greater attention to the…
Descriptors: High School Students, Internet, Self Efficacy, Influence of Technology
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Di Zhang; Gwo-Jen Hwang; Shih-Ting Chu – Interactive Learning Environments, 2024
When encountering difficulties in conventional educational games, learners seldom self-regulate to discover and organize the learning content in the game environment. With the development of the human-computer interaction technology, computer agents are gradually being applied to educational games to provide personalized guidance or support to…
Descriptors: Intelligent Tutoring Systems, Educational Games, Technology Uses in Education, Academic Achievement
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Huang, Anna Y. Q.; Lu, Owen H. T.; Huang, Jeff C. H.; Yin, C. J.; Yang, Stephen J. H. – Interactive Learning Environments, 2020
In order to enhance the experience of learning, many educators applied learning analytics in a classroom, the major principle of learning analytics is targeting at-risk student and given timely intervention according to the results of student behavior analysis. However, when researchers applied machine learning to train a risk identifying model,…
Descriptors: Academic Achievement, Data Use, Learning Analytics, Classification
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Zhang, Jia-Hua; Zou, Liu-cong; Miao, Jia-jia; Zhang, Ye-Xing; Hwang, Gwo-Jen; Zhu, Yue – Interactive Learning Environments, 2020
Extensive studies have been conducted to diagnose and predict students' academic performance by analyzing a large amount of data related to their learning behaviors in a blended learning environment. But there is a lack of research examining how individualized learning interventions could improve students' academic performance in such a learning…
Descriptors: Individualized Instruction, Academic Achievement, Interaction, Blended Learning
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Paquette, Luc; Baker, Ryan S. – Interactive Learning Environments, 2019
Learning analytics research has used both knowledge engineering and machine learning methods to model student behaviors within the context of digital learning environments. In this paper, we compare these two approaches, as well as a hybrid approach combining the two types of methods. We illustrate the strengths of each approach in the context of…
Descriptors: Comparative Analysis, Student Behavior, Models, Case Studies
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Huang, Biyun; Hew, Khe Foon; Lo, Chung Kwan – Interactive Learning Environments, 2019
In recent years, flipped learning has attracted much attention around the world. This instructional approach is appealing because it can free up class time for knowledge application activities with help from the instructor and peers. However, its implementation can be fraught with challenges. Student disengagement in out-of-class activities, for…
Descriptors: Game Based Learning, Blended Learning, Instructional Effectiveness, Undergraduate Students
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Zhai, Xuesong; Wang, Minjuan; Ghani, Usman – Interactive Learning Environments, 2020
Even though existing studies have shown the positive effects of social network sites (SNSs) on learning behaviors and outcomes, how SNS can cause learners to develop negative perceptions about their learning activities is still understudied. Here we report a one-of-a-kind study that examines the negative impact of privacy concern on students'…
Descriptors: Social Media, Privacy, College Students, Foreign Countries
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Dai, Yun; Lu, Stephen; Liu, Ang – Interactive Learning Environments, 2019
Based on a two-year ethnographic study of global virtual teams (GVTs) (n = 323) in a technology-enhanced global course among six universities (i.e. U.S., China, South Korea, Germany, Israel, and India), this paper presents "how and in what ways" the participating students made sense of and constructed understandings about the interactive…
Descriptors: Teamwork, Educational Technology, Technology Uses in Education, College Students
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Cheng, Shu-Chen; Hwang, Gwo-Jen; Lai, Chiu-Lin – Interactive Learning Environments, 2020
The present study aims to incorporate a group leadership promotion approach into collaborative learning tasks in the hope of developing students' creativity, problem-solving, and critical thinking. In order to evaluate the effectiveness of the proposed approach, we recruited 59 cross-professional students from a university in northern Taiwan, and…
Descriptors: Group Dynamics, Leadership, Cooperative Learning, Thinking Skills
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Hsiao, C. C.; Huang, Jeff C. H.; Huang, Anna Y. Q.; Lu, Owen H. T.; Yin, C. J.; Yang, Stephen J. H. – Interactive Learning Environments, 2019
The flipped classroom pedagogy has been widely used recently. Despite many researches have paid attention with the learning outcome of flipped classroom, there has been limited attention in regard to investigate the relationship between learning behavior and learning outcomes in a flipped classroom. In this paper, we proposed to investigate the…
Descriptors: Educational Technology, Technology Uses in Education, Online Courses, Homework
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Cheng, Li-Chen; Chu, Hui-Chun – Interactive Learning Environments, 2019
Although computer-supported collaborative learning has been successfully applied in educational settings to improve group learning performance, most such systems still lack effective strategies for knowledge representation which could help reduce discussion time. In this study, concept mapping, already applied as a tool to help visualize and…
Descriptors: Cooperative Learning, Computer Uses in Education, Concept Mapping, Visual Aids
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Er, Erkan; Gómez-Sánchez, Eduardo; Dimitriadis, Yannis; Bote-Lorenzo, Miguel L.; Asensio-Pérez, Juan I.; Álvarez-Álvarez, Susana – Interactive Learning Environments, 2019
This paper presents the findings of a mixed-methods research that explored the potentials emerging from aligning learning design (LD) and learning analytics (LA) during the design of a predictive analytics solution and from involving the instructors in the design process. The context was a past massive open online course, where the learner data…
Descriptors: Alignment (Education), Learning Analytics, Instructional Design, Teacher Participation
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Hwang, Gwo-Haur; Chen, Beyin; Chen, Ru-Shan; Wu, Ting-Ting; Lai, Yu-Ling – Interactive Learning Environments, 2019
Competitive game-based learning has been widely discussed in terms of its positive and negative impacts on learners' learning effectiveness and learning behavior. Although different types of games require different kinds of knowledge to accomplish the task via competition, few studies have considered that knowledge types, such as procedural…
Descriptors: Student Behavior, Adoption (Ideas), Competition, Game Based Learning
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