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Asadullah Khaskheli; Yushi Jiang; Syed Ali Raza; Sara Qamar Yousufi – Interactive Learning Environments, 2024
The global COVID-19 pandemic has led educational institutions to shut down and adopt e-learning practices through computer-mediated communication. An unanticipated switch of online classes from face-to-face classes isolates students from social groups and teachers, causing online disinhibition. Therefore, this paper investigates factors…
Descriptors: Social Isolation, Student Behavior, Electronic Learning, COVID-19
Liu, Sannyuya; Kang, Lingyun; Liu, Zhi; Fang, Jing; Yang, Zongkai; Sun, Jianwen; Wang, Meiyi; Hu, Mengwei – Interactive Learning Environments, 2023
Computer-supported collaborative concept mapping (CSCCM) integrates technology and concept mapping to support students' knowledge understanding, and much research on the behavioral patterns involved in CSCCM activities has been conducted. However, there is limited understanding of the differences in knowledge understanding and behavioral patterns…
Descriptors: Computer Assisted Instruction, Concept Mapping, Student Attitudes, College Students
Chih-Hsing Liu; Jeou-Shyan Horng; Sheng-Fang Chou; Tai-Yi Yu; Yung-Chuan Huang; Yen-Ling Ng; Jun-You Lin – Interactive Learning Environments, 2024
The current study provides an integrated comprehensive analysis of mediation-moderation models to understand 567 tourism and hospitality students' viewpoints by exploring multidisciplinary contributions relevant to the big data and new technology application bodies of literature. The results show that self-efficacy was the primary motivation…
Descriptors: Foreign Countries, College Students, Tourism, Hospitality Occupations
Emin Ibili; Melek Ölmez; Abdullah Cihan; Firat Bilal; Aysel Burcu Ibili; Nurullah Okumus; Mark Billinghurst – Interactive Learning Environments, 2024
The aim of this study is to investigate the determinants that affect undergraduate students' behavioral intentions to continue learning computer hardware concepts utilizing a Metaverse-based system. The current study examined the factors influencing students' adoption of Metaverse technology at the tertiary level using a model based on the…
Descriptors: Student Behavior, Intention, Computer Simulation, Undergraduate Students
Cömert, Zeynep; Samur, Yavuz – Interactive Learning Environments, 2023
Almost in every aspect of life, classification and categorization make it easier for humans to analyze complex structures and systems. In games, the classification of the players based on their demographics, behaviors, expectations and preferences of the game is important to increase players' motivation and satisfaction. Likewise, knowing the…
Descriptors: Classification, Student Characteristics, Models, Student Motivation
Zhongling Pi; Renjia Liu; Hongjuan Ling; Xingyu Zhang; Shuo Wang; Xiying Li – Interactive Learning Environments, 2024
A video lecture instructor exhibiting positive emotion has been shown to induce similar emotions in students, improving the students' motivation and increasing their attention, thus improving their learning performance. However, little systematic research exists on which specific design features with regards to the instructor can induce such…
Descriptors: Foreign Countries, Undergraduate Students, Nonverbal Communication, Affective Behavior
Hagit Meishar-Tal; Alona Forkosh-Baruch – Interactive Learning Environments, 2024
One of the phenomena that lecturers who switched to online distance learning during COVID-19 reported is the refusal of students to turn on their cameras during online classes. This study aimed to examine the factors that predict the opening of cameras in class. The study examined this issue regarding three types of predictors: resistance factors,…
Descriptors: Foreign Countries, College Students, Online Courses, Synchronous Communication
Hossain, Syed Far Abid; Xi, Zhao; Nurunnabi, Mohammad; Anwar, Bilal – Interactive Learning Environments, 2022
The key purpose of this research is to discuss the role of trajectory movements from education and awareness of sustainability perspective in the higher educational sector. The study analyzes how the trajectory movement of students in various academic places of their interest influences sustainable academic performance. A person-administered…
Descriptors: Academic Achievement, Sustainability, Classrooms, Laboratories
Festus Ngwoke; Isaiah Agbo; Lazarus Ogenyi – Interactive Learning Environments, 2024
This study examines the negative effects of social media addiction on the reading habits of second language learners at the University of Nigeria, Nsukka. It is anchored on two theories: the Uses and Gratification theory and the Time Displacement theory. These theories were exploited in assessing the effects of addiction to the use of social media…
Descriptors: Social Media, Addictive Behavior, Foreign Countries, Reading Habits
Artur Strzelecki – Interactive Learning Environments, 2024
ChatGPT is an AI tool that assisted in writing, learning, solving assessments and could do so in a conversational way. The purpose of the study was to develop a model that examined the predictors of adoption and use of ChatGPT among higher education students. The proposed model was based on a previous theory of technology adoption. Seven…
Descriptors: Computer Software, Artificial Intelligence, Synchronous Communication, Technology Uses in Education
Kamarudin, Suzilawati; Shoaib, Haneen Mohammad; Jamjoom, Yussra; Saleem, Muhammad; Mohammadi, Parisa – Interactive Learning Environments, 2023
This study investigates students' behavioural intention towards e-learning practices through the augmented reality app during the COVID-19 pandemic. It extends the literature on the effectiveness of e-learning through the augmented reality app by investigating the students' social, personal, emotional, and cognitive roles in their behavioural…
Descriptors: Foreign Countries, Student Behavior, Intention, Electronic Learning
Al-Qaysi, Noor; Mohamad-Nordin, Norhisham; Al-Emran, Mostafa – Interactive Learning Environments, 2023
To identify the most frequent factors that showed significant results in the previous literature of social media, a quantitative systematic approach of 713 studies was conducted. The results showed that perceived enjoyment (PE), subjective norm (SN), self-efficacy (SE), perceived critical mass (PCM), facilitating conditions (FC), perceived…
Descriptors: Social Media, Higher Education, Student Behavior, Student Attitudes
Shuxia Yang; Rui Wang; Bing Mei – Interactive Learning Environments, 2024
Given the paucity of research on mobile-assisted language learning (MALL) in secondary schools in China, this retrospective case study explored the psychological processes underlying the non-voluntary MALL experiences of Chinese secondary school students during a lockdown to contain the spread of COVID-19. Drawing on prior technology acceptance…
Descriptors: Foreign Countries, Student Attitudes, Telecommunications, Handheld Devices
Mariya, Begunova; Qingyu, Xu – Interactive Learning Environments, 2023
The article is aimed at examination of the first-year students' opinion about distance education, as well as their social behaviour and academic performance during online English language classes in Kazakhstan. The initial survey was conducted among the freshmen of the four biggest universities of Kazakhstan: KazUIR&WL after Ablai khan, KazNU…
Descriptors: Distance Education, Electronic Learning, Expectation, College Freshmen
Ramazan Yilmaz – Interactive Learning Environments, 2024
This research, students' technology acceptance, KSB, community of inquiry (CoI), and social interaction space situations were examined in collaborative learning where Zoom was used as a CSCL tool in computer programming courses, and the structural relationships between these variables were revealed. The research was carried out on 162 university…
Descriptors: Cooperative Learning, Technology Uses in Education, Technological Literacy, Student Attitudes

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