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Artola, Veronica; Sanz, Cecilia; Baldassarri, Sandra – IEEE Transactions on Learning Technologies, 2023
The creation of applications based on tangible interaction (TI) applications, particularly on tabletops, is a developing area that requires the collaboration of professionals with expert knowledge in specific domains. Having an authoring tool that facilitates interdisciplinary intervention in the design and implementation of such applications is a…
Descriptors: Learning Activities, Design, Educational Technology, Teacher Attitudes
Marcela Pessoa; Marcia Lima; Fernanda Pires; Gabriel Haydar; Rafaela Melo; Luiz Rodrigues; David Oliveira; Elaine Oliveira; Leandro Galvao; Bruno Gadelha; Seiji Isotani; Isabela Gasparini; Tayana Conte – IEEE Transactions on Learning Technologies, 2024
Game designers and researchers have sought to create gameful environments that consider user preferences to increase engagement and motivation. In this sense, it is essential to identify the most suitable game elements for users' profiles. Designers and researchers must choose strategies to classify users into predefined profiles and select the…
Descriptors: Educational Environment, Game Based Learning, Classification, Learner Engagement
Nicolas Pope; Juho Kahila; Henriikka Vartiainen; Matti Tedre – IEEE Transactions on Learning Technologies, 2025
The rapid advancement of artificial intelligence and its increasing societal impacts have turned many computing educators' focus toward early education in machine learning (ML). Limited options for educational tools for teaching novice learners about the mechanisms of ML and data-driven systems presents a recognized challenge in K-12 computing…
Descriptors: Artificial Intelligence, Computer Oriented Programs, Computer Science Education, Grade 4
Tori, Allan Amaral; Tori, Romero; Nunes, Fatima de Lourdes dos Santos – IEEE Transactions on Learning Technologies, 2022
Inclusion of game elements in health education has proved to be effective in helping student training. Commonly termed as "serious games" these gamified systems can be an alternative to empower and motivate students during the learning process. The literature contains serious games for professional training in many health-related areas,…
Descriptors: Health Education, Educational Games, Gamification, Program Evaluation
Yu Lu; Deliang Wang; Penghe Chen; Zhi Zhang – IEEE Transactions on Learning Technologies, 2024
Amid the rapid evolution of artificial intelligence (AI), the intricate model structures and opaque decision-making processes of AI-based systems have raised the trustworthy issues in education. We, therefore, first propose a novel three-layer knowledge tracing model designed to address trustworthiness for an intelligent tutoring system. Each…
Descriptors: Models, Intelligent Tutoring Systems, Artificial Intelligence, Technology Uses in Education
Galaige, Joy; Steele, Geraldine Torrisi; Binnewies, Sebastian; Wang, Kewen – IEEE Transactions on Learning Technologies, 2022
Student-facing learning analytics (SFLA) hold promise for supporting the development of self-regulated learning (SRL) skills students need for academic success, especially in online learning. However, the promise of SFLA for supporting SRL is unrealized because current SFLA design methods are technocentric, with little attention to learning…
Descriptors: Learning Analytics, Learning Strategies, Design, Student Needs
Chen, Xu; Zhong, Zheng; Wu, Di – IEEE Transactions on Learning Technologies, 2023
As a third-generation Internet form, the Metaverse has received widespread attention for its spatio-temporal expansion, high immersion, sensory extension, and human--computer integration. Considering the prospect of application in the field of education, a series of studies on the design of Education Metaverse frameworks and applications have…
Descriptors: Computer Simulation, Simulated Environment, Design, Technology Uses in Education
Mandviwalla, Munir; Schuff, David; Miller, Laurel; Chacko, Manoj – IEEE Transactions on Learning Technologies, 2023
In this article, we develop and evaluate a novel system and computing platform to structure, measure, and improve student development using points. We define student development broadly as the achievement of learning to do, know, live together, and be. The system leverages individual agency, social influences, content generation and sharing,…
Descriptors: Student Development, Academic Achievement, Systems Approach, Design
Wang, Qi; Rose, Carolyn P.; Ma, Ning; Jiang, Shiyan; Bao, Haogang; Li, Yanyan – IEEE Transactions on Learning Technologies, 2022
Forums are essential components facilitating interactions in online courses. However, in large-scale courses, many posts generated, which results in learners' difficulties. First, the posts are poorly organized and some deviate from the topic, making it difficult for learners' knowledge acquisition. Second, learners cannot receive timely feedback…
Descriptors: Design, Automation, Feedback (Response), Scaffolding (Teaching Technique)
Lu, Yu; Chen, Chen; Chen, Penghe; Yu, Shengquan – IEEE Transactions on Learning Technologies, 2023
In comparison to children and young students, adult learners usually exhibit more complex learning behaviors and psychological needs during the learning process. Designing social robots for adult learners has, thus, been a challenging task and a far less explored area, and it requires the great efforts from both technical and theoretical…
Descriptors: Adults, Adult Learning, Robotics, Artificial Intelligence
Matcha, Wannisa; Uzir, Nora'ayu Ahmad; Gasevic, Dragan; Pardo, Abelardo – IEEE Transactions on Learning Technologies, 2020
This paper presents a systematic literature review of learning analytics dashboards (LADs) research that reports empirical findings to assess the impact on learning and teaching. Several previous literature reviews identified self-regulated learning as a primary focus of LADs. However, there has been much less understanding how learning analytics…
Descriptors: Learning Analytics, Computer Interfaces, Educational Research, Learning Strategies
Yussy Chinchay; Cesar A. Collazos; Javier Gomez; German Montoro – IEEE Transactions on Learning Technologies, 2024
This research focuses on the assessment of attention to identify the design needs for optimized learning technologies for children with autism. Within a single case study incorporating a multiple-baseline design involving baseline, intervention, and postintervention phases, we developed an application enabling personalized attention strategies.…
Descriptors: Autism Spectrum Disorders, Educational Technology, Technology Uses in Education, Interaction
Jose Barambones; Cristian Moral; Angelica de Antonio; Ricardo Imbert; Loic Martinez-Normand; Elena Villalba-Mora – IEEE Transactions on Learning Technologies, 2024
Before interacting with real users, developers must be proficient in human--computer interaction (HCI) so as not to exhaust user patience and availability. For that, substantial training and practice are required, but it is costly to create a variety of high-quality HCI training materials. In this context, chat generative pretrained transformer…
Descriptors: Artificial Intelligence, Synchronous Communication, Computer Mediated Communication, Man Machine Systems
Echeverria, Vanessa; Yang, Kexin; Lawrence, LuEttaMae; Rummel, Nikol; Aleven, Vincent – IEEE Transactions on Learning Technologies, 2023
Combining individual and collaborative learning is common, but dynamic combinations (which happen as-the-need arises, rather than in preplanned ways, and may happen on an individual basis) are rare. This work reports findings from a technology probe study exploring alternative designs for classroom co-orchestration support for dynamically…
Descriptors: Man Machine Systems, Artificial Intelligence, Cooperative Learning, Educational Technology
Martina Angela Rau; Will Keesler; Ying Zhang; Sally Wu – IEEE Transactions on Learning Technologies, 2020
Instruction in most STEM domains uses visuals to illustrate complex problems. During problem solving, students often manipulate and construct visuals. Traditionally, students draw visuals on paper and receive delayed feedback from an instructor. Educational technologies have the advantage that they can provide immediate feedback on students'…
Descriptors: Visualization, Educational Technology, Chemistry, STEM Education