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Hong-Thu Thi Nguyen – Interactive Learning Environments, 2024
This article investigates the impact of LMS-based integrated online assessment implementation (LbIOA) on fostering learning motivation and academic performance from tertiary students' experiences and instructors' perspectives. A total of 156 students and seven teachers from the English department at a university in Vietnam participated in the…
Descriptors: Learning Management Systems, Computer Assisted Testing, Motivation, Performance
Bahari, Akbar; Zhang, Xue; Ardasheva, Yuliya – Interactive Learning Environments, 2023
The lack of comprehensive language proficiency assessment models recognizing the nonlinearity and dynamicity of individual differences, as well as the fundamental differences between paper- and computer-assisted language assessments (CALA) served as the rationale to conduct the present study. Drawing on dynamic systems theory, a Nonlinear Dynamic…
Descriptors: Language Tests, Computer Assisted Testing, English (Second Language), Second Language Learning
Chun-Chun Chang; Gwo-Jen Hwang; Yun-Fang Tu; Chiu-Lin Lai; Biyun Huang – Interactive Learning Environments, 2024
In recent years, smart healthcare technologies used to facilitate precision medicine in clinical practice have increasingly become a topic of discussion. Nurses and nurse preceptors are critical professionals in hospitals, and are also the frontline staff using smart healthcare. The purpose of this study was to investigate nurses' and nurse…
Descriptors: Foreign Countries, Nurses, Practicum Supervision, Professional Personnel
Lin, Jian-Wei; Tsai, Chia-Wen; Hsu, Chu-Ching – Interactive Learning Environments, 2023
Different e-learning technologies may offer different incentive factors, which influence behavioural intention. Moreover, when adopting a new e-learning technology for an extended period, learners' perceptions and learning behaviour may change during the learning period. Unfortunately, as formative assessments (FAs) are often continuously…
Descriptors: Comparative Analysis, Evaluation Methods, Formative Evaluation, Game Based Learning
Sherry Y. Chen; Chia-Yi Tseng; Chao-Yang Cheng – Interactive Learning Environments, 2023
This study proposed a three-tier test to help students learn English grammar. To reduce students' anxiety, game-based learning was incorporated into the three-tier test, where personalization was also implemented to accommodate students' different needs. More specifically, we developed a Personalized Entertaining Three-Tier Test (PET3), which…
Descriptors: English (Second Language), Language Tests, Grammar, Game Based Learning
Mouri, Kousuke; Uosaki, Noriko; Hasnine, Mohammad; Shimada, Atsushi; Yin, Chengjiu; Kaneko, Keiichi; Ogata, Hiroaki – Interactive Learning Environments, 2021
This paper describes an automatic quiz generation system designed to support language learning that utilizes digital textbook logs. Learners often memorize words in digital textbooks while preparing for an examination, and they often use the highlight function for the words. Previous studies regarding annotations and highlights have shown that…
Descriptors: Computer Assisted Testing, Learning Analytics, Electronic Publishing, Textbooks
Milkova, Eva; Pekarkova, Simona; Azim, Muhammad; Jabin, Bushra – Interactive Learning Environments, 2023
School readiness is recognized as one of the key starting points for children's further success in their school work and in their subsequent career. However, many kindergarten teachers still miss and long for a comprehensive, reliable and standardized diagnostic tool which could help them recognize the level of children's school readiness. That is…
Descriptors: Educational Games, School Readiness, Aptitude Tests, Computer Assisted Testing
Kao, Yu-Ting; Kuo, Hung-Chih – Interactive Learning Environments, 2023
This study implemented the principles of dynamic assessment (DA) with computer technology, iSpring Quiz Maker, to (1) identify the English listening difficulties of 172 L2 English learners; (2) diagnose their individual learning needs, and (3) promote their future potential abilities. Upon evaluating the participating junior high school students'…
Descriptors: Listening Comprehension Tests, English (Second Language), Second Language Learning, Second Language Instruction
Songkram, Noawanit; Chootongchai, Suparoek; Khlaisang, Jintavee; Koraneekij, Prakob – Interactive Learning Environments, 2021
This paper proposes an education 3.0 system called Mutual Learning Community (MLCOM) by combining the subsystems of the Virtual based Learning Classroom (VLC), Mobile based Learning Classroom (MLC), and Flipped Learning Classroom (FLC). In terms of originality, the findings lead to the key elements of the system architecture to develop MLCOM,…
Descriptors: Educational Technology, Technology Uses in Education, Foreign Countries, Telecommunications
Teo, Timothy; Doleck, Tenzin; Bazelais, Paul – Interactive Learning Environments, 2018
Considering the increasingly ubiquitous and frequent use of Facebook among college students, this study sought to explicate and unravel the salient determinants of Facebook use. Specifically, the main goal was to ascertain the factors influencing "Collège d'enseignement général et professionnel" (CEGEP) students' Facebook use, for which…
Descriptors: Foreign Countries, Attachment Behavior, College Students, Structural Equation Models
Kho, Lee Sze; Chen, Chwen Jen – Interactive Learning Environments, 2017
Student response systems (SRSs) are wireless answering devices that enable students to provide simple real-time feedback to instructors. This study aims to evaluate the effects of different SRS interaction modes on elementary school students' science learning. Three interaction modes which include SRS Individual, SRS Collaborative, and Classroom…
Descriptors: Elementary School Students, Elementary School Science, Quasiexperimental Design, Intermode Differences
Tsai, Shu-Chiao – Interactive Learning Environments, 2019
The implementation of interactive courseware within a task-based learning (TBL) approach was conducted for English Writing for Business to Chinese students in an applied foreign languages department housed in a university of technology. The development of the interactive courseware is based on Mayer's multimedia learning theory, which allows…
Descriptors: Writing Instruction, Courseware, Computer Assisted Instruction, Second Language Learning
Huang, Wenyeh; Ho, Jonathan C. – Interactive Learning Environments, 2018
Considering a company's limited time and resources, an effective training method that improves employees' ability to make ethical decision is needed. Based on social cognitive theory, this study proposes that employing games in an ethics training program can help improve moral reasoning through actively engaging learners. The experimental design…
Descriptors: College Students, Moral Values, Thinking Skills, Learning Strategies
Garneli, Varvara; Chorianopoulos, Konstantinos – Interactive Learning Environments, 2018
Various aspects of computational thinking (CT) could be supported by educational contexts such as simulations and video-games construction. In this field study, potential differences in student motivation and learning were empirically examined through students' code. For this purpose, we performed a teaching intervention that took place over five…
Descriptors: Science Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
Buckley, Patrick; Doyle, Elaine – Interactive Learning Environments, 2016
The literature suggests that gamified learning interventions may increase student engagement and enhance learning. We empirically investigate this by exploring the impact of intrinsic and extrinsic motivation on the participation and performance of over 100 undergraduate students in an online gamified learning intervention. The paper makes a…
Descriptors: Educational Games, Intervention, Learner Engagement, Pretests Posttests