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Showing 1 to 15 of 140 results Save | Export
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Yun-Qi Bai; Ya-Qian Xu; Jian-Jun Xiao – Interactive Learning Environments, 2024
This study takes the value-based adoption model and CIE model of the learning process as the theoretical basis and combines them to explore the influencing factors and mechanisms of learners' online interaction and perceived value. Based on the questionnaire survey data of 81 learners' potential factors and their 45,166 real-time behavior data on…
Descriptors: MOOCs, Interaction, Student Behavior, Learning Processes
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Boris Vazquez-Calvo; Sergio Duarte-Marti; Leticia-Tian Zhang – Interactive Learning Environments, 2024
Online informal language learning has surged due to the growing interaction on social networking sites, such as TikTok and YouTube. One vital interaction method is through comments, revealing insights into learner behaviors and thoughts. Concurrently, the "Korean Wave" has made Korean a sought-after language. This study examined comments…
Descriptors: Second Language Learning, Korean, Social Media, Video Technology
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Shao, Yinjuan; Zhang, Jingjing; Costello, Eamon; Brown, Mark – Interactive Learning Environments, 2023
This study attempted to assess public perceptions of and interest in MOOCs by examining how Weibo increases public discussion of MOOCs as well as by interpreting how individual learners talk about their learning experiences. Over 4,000 microblog posts were collected and analysed between 2013 and 2018. The findings showed that Weibo is used as a…
Descriptors: Public Opinion, MOOCs, Social Media, Learning Experience
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Jane Henriksen-Bulmer; Emily Rosenorn-Lanng; Stevie Corbin-Clarke; Samuel Ware; Davide Melacca; Lee-Ann Fenge – Interactive Learning Environments, 2024
Game-based learning can be a useful tool for increasing engagement in topics that are typically not related to games such as privacy and staying safe online, yet, very few games exist that look at how we can passively teach audiences how to stay safe online. This paper presents a bespoke board game about privacy, aimed at young people aged 16-25…
Descriptors: Game Based Learning, Teaching Methods, Privacy, Safety
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Turhan, Cigdem; Akman, Ibrahim; Hacaloglu, Tuna – Interactive Learning Environments, 2022
The instructors generally utilize conventional methods in teaching software engineering courses, where the students are provided theoretical knowledge based on text books or lecture notes. Usage of collaborative tools may be a solution to the problems of not practicing the depth of the components of the subject. This study proposes the usage of a…
Descriptors: Computer Mediated Communication, Computer Software, Computer Science Education, Cooperation
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Pi, Zhongling; Tang, Manrong; Yang, Jiumin – Interactive Learning Environments, 2022
This study tested whether seeing others' typed messages while viewing video lectures affected learners' attention and learning performance. Participants viewed one of three versions of a video lecture: (a) conventional video lecture as control; (b) video lecture with others' programmed messages appearing onscreen when the instructor was giving…
Descriptors: Video Technology, Lecture Method, Computer Mediated Communication, Attention Control
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Maedeh Kazemitabar; Hossein Mirzapour; Maryam Akhshi; Monireh Vatankhah; Javad Hatami; Tenzin Doleck – Interactive Learning Environments, 2024
Digital teamwork has become prevalent and is ever since becoming part of the human work- and life-style, globally. But in comparison with face-to-face setting, virtual teams face multifold challenges. To date, scarce empirical research has examined whether team-breaking challenges are associated with limited access to peer nonverbal signals. This…
Descriptors: Nonverbal Communication, Computer Mediated Communication, Trust (Psychology), Ethics
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Manegre, Marni; Gutiérrez-Colón, Mar – Interactive Learning Environments, 2023
Knowledge building occurs when students work together and participate in idea-centred discussions where they share information and create knowledge collectively. This research explores whether knowledge building in knowledge forums using English as the "lingua franca" can facilitate in foreign language learning. An analysis was done on…
Descriptors: Second Language Learning, Collaborative Writing, Computer Assisted Instruction, Computer Mediated Communication
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Alonso-Fernández, Cristina; Calvo-Morata, Antonio; Freire, Manuel; Martínez-Ortiz, Iván; Fernández-Manjón, Baltasar – Interactive Learning Environments, 2023
Game Learning Analytics can be used to conduct evidence-based evaluations of the effect that serious games produce on their players by combining in-game user interactions and traditional evaluation methods. We illustrate this approach with a case-study where we conduct an evidence-based evaluation of a serious game's effectiveness to increase…
Descriptors: Educational Games, Learning Analytics, Game Based Learning, Computer Mediated Communication
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Wu, Sheng-Yi – Interactive Learning Environments, 2022
Online discussions have become more common as social network services have become more ubiquitous and complement various learning activities. However, studies investigating online discussions in recent years have shown that off-topic messaging has increased with the use of social network services. Thus, determining the design of a mechanism to…
Descriptors: Computer Mediated Communication, Social Media, Cognitive Processes, Discussion
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Malik, Zunera; Haidar, Sham – Interactive Learning Environments, 2023
Fandom practices are often considered meaningless and unnecessary. However, the use of social media carries the potential for positive as well as negative impact on the users. Using the framework of Community of Practice, the latest theory addressing community formation and interaction, as its theoretical framework, the study explores the…
Descriptors: Community Development, Computer Mediated Communication, Interpersonal Relationship, Social Media
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Li, Chun; Mu, Xiaolin; Tan, Yuanyuan; Gu, Chuanhua; Hu, Bi Ying; Fan, Cuiying – Interactive Learning Environments, 2023
Much research on brainstorming has found that the power of a team can stimulate individual creativity, and that this influence is more prominent in computer-mediated online interactions. However, creativity appears to depend on the outcome of combining certain environmental factors with certain kinds of Individual characteristics. Two experiments…
Descriptors: Brainstorming, Cues, Environmental Influences, Creativity
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Englund, L.; Moosvi, F.; Roll, I. – Interactive Learning Environments, 2023
This article describes the design and evaluation of an online, asynchronous tool that mirrors the beneficial peer instruction process currently conducted in face-to-face classrooms. In the online Peer Instruction tool, students respond to a multiple-choice question with an answer and explanation. They are then exposed to peer responses to the same…
Descriptors: Instructional Design, Peer Teaching, Computer Mediated Communication, Asynchronous Communication
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Zhan, Zehui; Mei, Hu; Liang, Ting; Huo, Liming; Bonk, Curtis; Hu, Qintai – Interactive Learning Environments, 2023
The purpose of this study is to examine the effect of material incentives on the knowledge-sharing networks and information lifecycles of a public online forum. The users' interaction data were collected from two similar sub-forums, and one of them provided material incentives for sharing knowledge. After collecting user behaviors for one natural…
Descriptors: Longitudinal Studies, Incentives, Networks, Computer Mediated Communication
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Cixiao Wang; Yaqian Xu – Interactive Learning Environments, 2024
Different from the group formation approaches led by teachers, learners' generative learning objectives and the independent choice of collaborative partners are important in the Internet learning environment. This study takes the cMOOC (connectivist massive open online course) 5.0 "Internet + education: dialogue between theory and…
Descriptors: Open Education, Computer Mediated Communication, Cooperative Learning, Social Networks
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