Publication Date
In 2025 | 0 |
Since 2024 | 4 |
Since 2021 (last 5 years) | 7 |
Since 2016 (last 10 years) | 12 |
Since 2006 (last 20 years) | 13 |
Descriptor
Source
Interactive Learning… | 13 |
Author
Jingying Chen | 2 |
Kun Zhang | 2 |
Beck, Dennis | 1 |
Buckley, Patrick | 1 |
Chaoying He | 1 |
Chenxi He | 1 |
Chu, Samuel Kai Wah | 1 |
Doyle, Elaine | 1 |
Georgios Lampropoulos | 1 |
Glaser, Noah | 1 |
Glerum, Jaap | 1 |
More ▼ |
Publication Type
Journal Articles | 13 |
Reports - Research | 12 |
Information Analyses | 2 |
Reports - Evaluative | 1 |
Education Level
Higher Education | 3 |
Postsecondary Education | 2 |
Secondary Education | 2 |
Elementary Secondary Education | 1 |
Grade 5 | 1 |
Audience
Location
China | 2 |
China (Beijing) | 1 |
Ireland | 1 |
Israel | 1 |
Netherlands | 1 |
Taiwan | 1 |
Tanzania | 1 |
Laws, Policies, & Programs
Assessments and Surveys
Academic Motivation Scale | 1 |
What Works Clearinghouse Rating
Schmidt, Matthew; Schmidt, Carla; Glaser, Noah; Beck, Dennis; Lim, Mark; Palmer, Heath – Interactive Learning Environments, 2021
Information and communication technologies (ICT) have been widely adopted in the intervention literature for individuals with Autism Spectrum Disorder (ASD). The systematic and predictable nature of ICTs make them particularly attractive for individuals with ASD. One ICT that has potential promise for individuals with ASD is virtual reality (VR).…
Descriptors: Autism, Pervasive Developmental Disorders, Skill Development, Computer Simulation
Jingying Chen; Junlin Hu; Kun Zhang; Xiao Zeng; Yuhao Ma; Wenrui Lu; Kai Zhang; Guangshuai Wang – Interactive Learning Environments, 2024
Virtual reality (VR) technology has shown great potential on intervention of social skills for children with autism spectrum disorder (ASD). This review aimed to review the application of VR in current social skills intervention targeting autistic children and evaluate its effect. After searching and screening three databases, we found 20 papers…
Descriptors: Computer Simulation, Interpersonal Competence, Skill Development, Autism Spectrum Disorders
Yang Ding; Xiaohua Zhao; Ying Yao; Chenxi He; Rui Chai; Shuo Liu – Interactive Learning Environments, 2024
The objective of this study is to propose an interactive training method based on the Unity 3D platform and to evaluate its effectiveness in comparison to a video-based training method in curbing speeding behavior and promoting road safety. Based on the attributes unique to drivers with Type A behavior patterns, this study selected 36 drivers with…
Descriptors: Program Effectiveness, Interaction, Motor Vehicles, Educational Technology
Chaoying He; Jingying Chen; Kun Zhang – Interactive Learning Environments, 2024
Issues with joint attention, especially avoiding eye contact with others, are considered one of the core defects found in the early stages of children with autism spectrum disorder (ASD). This study is the first to use pupil reflection technology, which can be used to present an image of the participants within the virtual character's eyes on the…
Descriptors: Attention, Autism Spectrum Disorders, Symptoms (Individual Disorders), Computer Simulation
Juan Garzón; Georgios Lampropoulos – Interactive Learning Environments, 2024
The benefits of mobile learning for science education have been widely described; however, there is scarce evidence of its effect on student learning. This article presents a meta-analysis of 44 empirical studies to assess the effect of mobile learning on students' learning at K-12 levels. Moreover, the study considered the moderating effect of…
Descriptors: Handheld Devices, Educational Technology, Science Education, Elementary Secondary Education
Haruna, Hussein; Zainuddin, Zamzami; Okoye, Kingsley; Mellecker, Robin R.; Hu, Xiao; Chu, Samuel Kai Wah; Hosseini, Samira – Interactive Learning Environments, 2023
This study evaluates the effect of game mechanics by employing serious games and gamification for improving learning outcomes. This is done by considering the performances of the students in terms of the test scores. In the quasi-experimental set-up, which consists of 108 students in their intact three classes attended a series of lessons on…
Descriptors: Gamification, Game Based Learning, Sex Education, Sexuality
Zou, JunHua; Liu, Kai; Han, Lilong – Interactive Learning Environments, 2021
Based on the HTML5 video element, WebVTT (Web Video Text Tracks) and MySQL, we developed a Rich Media Platform for Table Tennis learning (RMPTTL). This platform can support online motion analysis. Meanwhile, social agents (peers, coaches and parents) can leave comments to influence players' participation motivation. A mixed experimental design was…
Descriptors: Racquet Sports, Educational Technology, Technology Uses in Education, Program Effectiveness
Glerum, Jaap; Loyens, Sofie M. M.; Rikers, Remy M. J. P. – Interactive Learning Environments, 2020
The effectiveness of a mindset intervention in secondary vocational education and training was investigated. Students (n = 55) enrolled in a mathematics course participated in an online mindset intervention for a period of 10 weeks. Both pretest and posttest scores on mindset and mathematics results were compared with students who did not get a…
Descriptors: Electronic Learning, Student Attitudes, Intervention, Program Effectiveness
Johnson, Mark William; Sherlock, David – Interactive Learning Environments, 2014
The Personal Learning Environment (PLE) has been presented in a number of guises over a period of 10 years as an intervention which seeks the reorganisation of educational technology through shifting the "locus of control" of technology towards the learner. In the intervening period to the present, a number of initiatives have attempted…
Descriptors: Educational Environment, Intervention, Educational Technology, Locus of Control
Li, Hui-Chuan; Stylianides, Andreas J. – Interactive Learning Environments, 2018
The benefits of problem-based learning (PBL) to student learning have prompted researchers to investigate this pedagogical approach over the past few decades. However, little research has examined how PBL can be applied to mathematics learning and teaching, especially in countries like Taiwan, where the majority of teachers are accustomed to…
Descriptors: Teacher Role, Student Role, Problem Based Learning, Intervention
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
Magen-Nagar, Noga; Shonfeld, Miri – Interactive Learning Environments, 2018
This quantitative research examined the contribution of an Online Collaborative Learning (OCL) program on attitudes towards technology in terms of technological anxiety, self-confidence and technology orientation among M.Ed. students. The advanced online collaborative program was implemented at two teacher training colleges in Israel for a period…
Descriptors: Electronic Learning, Cooperative Learning, Statistical Analysis, Anxiety
Novak, Elena; Johnson, Tristan E.; Tenenbaum, Gershon; Shute, Valerie J. – Interactive Learning Environments, 2016
The study explored instructional benefits of a storyline gaming characteristic (GC) on learning effectiveness, efficiency, and engagement with the use of an online instructional simulation for graduate students in an introductory statistics course. A storyline is a game-design element that connects scenes with the educational content. In order to…
Descriptors: Teaching Methods, Statistics, Educational Games, Instructional Effectiveness