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Showing 1 to 15 of 34 results Save | Export
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Andrew Kwok-Fai Lui; Sin-Chun Ng; Stella Wing-Nga Cheung – Interactive Learning Environments, 2024
The technology of automated short answer grading (ASAG) can efficiently process answers according to human-prepared grading examples. Computer-assisted acquisition of grading examples uses a computer algorithm to sample real student responses for potentially good examples. The process is critical for optimizing the grading accuracy of machine…
Descriptors: Grading, Computer Uses in Education, Educational Technology, Artificial Intelligence
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Lei Xie; Cixiao Wang – Interactive Learning Environments, 2024
Connectionist MOOC (cMOOC) is a type of MOOC, which can provide an online learning space for learners to sustainable connect. This study analyzed the learning behavior and motivation of repeat learners in the cMOOC "Internet + Education: a dialogue between theory and practice" to study the repeat learning needs and characteristics of…
Descriptors: Learning Analytics, Motivation Techniques, MOOCs, Sustainability
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Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
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Sun, Fu-Rong; Pan, Long-Fei; Wan, Rong-Gen; Li, Hui; Wu, Shu-Jing – Interactive Learning Environments, 2021
This research aims to explore the latent effect of elementary student engagement in a Spherical Video-based Virtual Reality (SVVR) environment for a school-based course on higher level competence development. Student engagement and higher level competence development were investigated using a valid sample of 324 students from five elementary…
Descriptors: Learner Engagement, Elementary School Students, Computer Simulation, Skill Development
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Lin, Hsin-Hui; Wang, Yu-Yin; Wang, Yi-Shun; Wang, Yu-Min – Interactive Learning Environments, 2020
The psychological effects of information technology (IT) use have been widely reported and assessed in the literature. However, although concerns are growing regarding the potential physiological impacts of IT use on the health of IT users, assessment of this issue is currently hampered by the lack of an appropriate information-system (IS)…
Descriptors: Physiology, Test Construction, At Risk Persons, Psychometrics
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Eryilmaz, Meltem; Cigdemoglu, Ceyhan – Interactive Learning Environments, 2019
The purpose of this study is to differentiate the effect of cooperative learning strategy integrated with a flipped learning (FL) model from sole FL implementation in promoting students' performances while decreasing their social and computer anxiety in an undergraduate course. As a method, a classical experimental design is used. The participants…
Descriptors: Video Technology, Homework, Educational Technology, Technology Uses in Education
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Savin-Baden, M.; Falconer, L. – Interactive Learning Environments, 2016
Virtual worlds are relatively recent developments, and so it is tempting to believe that they need to be understood through newly developed theories and philosophies. However, humans have long thought about the nature of reality and what it means to be "real." This paper examines the three persistent philosophical concepts of Metaxis,…
Descriptors: Case Studies, Correlation, Questionnaires, Simulated Environment
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Wang, Sheng-Yuan; Chang, Shao-Chen; Hwang, Gwo-Jen; Chen, Pei-Ying – Interactive Learning Environments, 2018
In traditional teacher-centered mathematics instruction, students might show low learning motivation owing to the lack of applied contexts. Game-based learning has been recognized as a potential approach to addressing this issue; however, without proper alignment between the gaming and math-applied contexts, the benefits of game-based learning…
Descriptors: Mathematics Instruction, Role Playing, Teaching Methods, Educational Games
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Teo, Timothy; Milutinovic, Verica; Zhou, Mingming; Bankovic, Dragic – Interactive Learning Environments, 2017
This study examined pre-service teachers' intentions to use computers in traditional and innovative teaching practices in primary mathematics classrooms. It extended the technology acceptance model (TAM) by adding as external variables pre-service teachers' experience with computers and their technological pedagogical content knowledge (TPCK).…
Descriptors: Foreign Countries, Mathematics Education, Preservice Teacher Education, Preservice Teachers
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Blau, Ina; Peled, Yehuda; Nusan, Anat – Interactive Learning Environments, 2016
One-to-one (1X1) laptop initiatives become prevalent in schools aiming to enhance active learning and assist students in developing twenty-first-century skills. This paper reports a qualitative investigation of all 7th graders and their 15 teachers in a junior high-school in Northern Israel gradually implementing 1X1 model. The research was…
Descriptors: Technological Literacy, Pedagogical Content Knowledge, Qualitative Research, Access to Computers
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Tatli, Cemal; Kiliç, Eylem – Interactive Learning Environments, 2016
The aim of this quantitative study is to examine high school teachers' use of specific features of interactive whiteboards (IWBs). During the 2012-2013 academic school year, 535 teachers in pilot schools from 10 provinces under the FATIH Project (Movement of Enhancing Opportunities and Improving Technology) participated. Data were collected…
Descriptors: Educational Technology, Technology Uses in Education, Interactive Video, Bulletin Boards
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Wu, Pai-Hsing; Wu, Hsin-Kai; Kuo, Che-Yu; Hsu, Ying-Shao – Interactive Learning Environments, 2015
Computer-based learning tools include design features to enhance learning but learners may not always perceive the existence of these features and use them in desirable ways. There might be a gap between what the tool features are designed to offer (intended affordance) and what they are actually used (actual affordance). This study thus aims at…
Descriptors: Science Instruction, Computer Uses in Education, Educational Technology, High School Students
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Kara, Nuri; Aydin, Cansu Cigdem; Cagiltay, Kursat – Interactive Learning Environments, 2014
This article introduces StoryTech, a smart storytelling toy that offers children a mixed reality environment in which to tell imaginative stories. During usability testing, an empirical study was carried out with 90 child participants. The findings indicated that StoryTech creates a rich storytelling experience, especially for ages five and six.
Descriptors: Story Telling, Toys, Educational Technology, Blended Learning
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Chen, Ching-Huei; Wu, I-Chia; Jen, Fen-Lan – Interactive Learning Environments, 2013
The purpose of this study was to examine the effectiveness of online scaffolds in computer simulation to facilitate students' science learning. We first introduced online scaffolds to assist and model students' science learning and to demonstrate how a system embedded with online scaffolds can be designed and implemented to help high school…
Descriptors: Scaffolding (Teaching Technique), Computer Simulation, Science Instruction, Teaching Methods
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Garcia-Barriocanal, Elena; Sicilia, Miguel-Angel; Sanchez-Alonso, Salvador; Lytras, Miltiadis – Interactive Learning Environments, 2011
Web 2.0 technologies can be considered a loosely defined set of Web application styles that foster a kind of media consumer more engaged, and usually active in creating and maintaining Internet contents. Thus, Web 2.0 applications have resulted in increased user participation and massive user-generated (or user-published) open multimedia content,…
Descriptors: Semantics, Internet, Video Technology, Educational Technology
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