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Showing 1 to 15 of 33 results Save | Export
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Jin Zhou; Jun-min Ye – Interactive Learning Environments, 2024
Online collaborative learning (OCL) has become a common instructional strategy in higher education for developing students' skills in collaboration, problem-solving, and critical thinking. Cognitive engagement in OCL evolves dynamically, but we do not yet fully understand which patterns of cognitive engagement are conducive to OCL and when to…
Descriptors: Electronic Learning, Cooperative Learning, Cognitive Processes, Learner Engagement
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Huijin Lu; Xiaojun Zhang – Interactive Learning Environments, 2024
The formulation of a sense of community (SOC) among students has received significant attention in the literature in recent years. However, digitally enhanced learning and COVID-19 have amplified the challenges vis-à-vis connecting students and making them feel involved and recognized in virtual learning ecologies for higher educational…
Descriptors: Sense of Community, Blended Learning, Electronic Learning, Educational Environment
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Majed Abdullah Alharbi; Arif Ahmed Mohammed Hassan Al-Ahdal – Interactive Learning Environments, 2024
This study has been conducted with eighty undergraduate EFL students at Qassim University, over a period of six weeks, with forty students each in control and experimental groups. The results from the mixed-method analysis show that the experimental group achieved higher scores in listening skills and general comprehension than the control group.…
Descriptors: Undergraduate Students, English (Second Language), Second Language Learning, Listening Skills
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Vlasios Kasapakis; Elena Dzardanova; Spyros Vosinakis; Androniki Agelada – Interactive Learning Environments, 2024
Non-Verbal Cues (NVCs) add to communication effectiveness among individuals in both real and virtual world. Thus, NVCs transference between the two receives increased attention from both the industry and research community. Their efforts lead to sophisticated technological solutions which allow high fidelity NVCs to be transferred from real…
Descriptors: Sign Language, Nonverbal Communication, Cues, Computer Simulation
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Afsheen Rezai; Azam Naserpour; Siamak Rahimi – Interactive Learning Environments, 2024
The purpose of this study is three-fold. First, to explore the effects of online peer-dynamic assessment (Peer-DA), rooted in the Zone of Proximal Development (ZPD) notion, on boosting Iranian high school students' writing skills. Second, to disclose how online Peer-DA can lead to improving the participants' writing skills. Third, to disclose…
Descriptors: Electronic Learning, Peer Evaluation, High School Students, Writing Skills
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Genshu Lu; Mei Tian – Interactive Learning Environments, 2024
The research investigated the influences of international students' perceived online learning environments, self-efficacy, and online interaction on their online learning achievement, as measured by these students' self-reported development of "generic skills," "research capacities," and "Chinese proficiency and global…
Descriptors: Electronic Learning, Self Efficacy, Interaction, Academic Achievement
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Shui Ng, Wing; Yu, Guoxing – Interactive Learning Environments, 2023
Peer assessment has been frequently used to improve students' academic writing skills. However, how to address students' unsatisfactory attitude during the peer assessment process remains a major challenge to further improve students' learning outcome and engagement. In our project, we implemented Interactive Peer Assessment, which comprised…
Descriptors: Student Attitudes, Peer Evaluation, Writing Skills, Skill Development
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Chin-Hsi Lin; Keyi Zhou; Fangzhou Jin; Wai Ming Cheung – Interactive Learning Environments, 2024
Prior studies have reported positive outcomes of technology-enhanced vocabulary learning and recommended self-regulated learning (SRL) as a design principle for the relevant technologies. However, there has not hitherto been any comprehensive study of the combined use of SRL and specific vocabulary-learning strategies in technology-enhanced…
Descriptors: Vocabulary Development, Learning Strategies, Self Management, Educational Technology
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Janet S. Mariano; Socorro Gigi V. Cordova – Interactive Learning Environments, 2024
Among the different sectors affected by the COVID-19 pandemic, educational institutions had vast changes in terms of implementing instructional programs via a distance mode to ensure continuous teaching and learning. While studies documenting adjustments during the pandemic highlight challenges such as material constraints, lack of training among…
Descriptors: Athletics, Video Games, Electronic Learning, COVID-19
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Chen, Hao-Jan Howard; Hsu, Hsiao-Ling; Chen, Zhi-Hong – Interactive Learning Environments, 2023
Vocabulary learning is vital for second language development, and the use of technology has greatly changed how second language vocabulary can be acquired. Some adventure video games were found to be beneficial for vocabulary learning. These games offer engaging plots, rich input, and immersive learning context. Despite these advantages, many…
Descriptors: Captions, Game Based Learning, Vocabulary Development, Second Language Learning
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Yu-Shan Ting; Yu-chu Yeh – Interactive Learning Environments, 2024
To date, few online game-based learning studies have focused on developing children's growth creativity mindset (growth CM). This study, therefore, aimed to develop a game-based learning system to help children develop their growth CM. Additionally, we investigated the relationship between growth CM, hope belief, and creativity self-efficacy after…
Descriptors: Student Attitudes, Goal Orientation, Intervention, Beliefs
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Pramod Abichandani; Deepan Lobo; Branislav Dimitrijevic; Ashish Borgaonkar; Jaskirat Sodhi; Smit Kabrawala; Daniel Brateris; Moshe Kam – Interactive Learning Environments, 2024
This paper presents a competition-based active learning approach that prepares undergraduate students for careers in the drone industry. The competition-based learning (CBL) approach focuses on preparing students for three key drone industry requirements (1) drone assembly, testing, and validation using commercial off-the-shelf (COTS) parts, (2)…
Descriptors: Active Learning, Competition, Undergraduate Students, Aviation Technology
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Chen-Chen Liu; Dan Wang; Gwo-Jen Hwang; Yun-Fang Tu; Ning-Yu Li; Youmei Wang – Interactive Learning Environments, 2024
Information literacy is an essential twenty-first-century skill for students. Most students face difficulty in discerning online information while searching, evaluating, and utilizing it effectively. Appropriate information evaluating framework, such as RADAR (relevance, authority, date, appearance, and reason for writing), has been recommended to…
Descriptors: Gamification, Educational Environment, Skill Development, Information Literacy
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Lu-Ho Hsia; Gwo-Jen Hwang; Jan-Pan Hwang – Interactive Learning Environments, 2024
To improve students' sports skills performance, it is important to engage them in reflective practice. However, in physical classes, a teacher generally needs to face a number of students, and hence it is almost impossible to provide detailed guidance or feedback to individual students. Scholars have been trying to use Artificial Intelligence (AI)…
Descriptors: Artificial Intelligence, Technology Uses in Education, Physical Education, Feedback (Response)
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Zhong, Baichang; Zheng, Jijun; Zhan, Zehui – Interactive Learning Environments, 2023
This study examined the effects of virtual and physical robots (VPR) using in different learning stages (simple session/complex session) in a robotics programming course. A quasi-experimental design was implemented with 84 junior high school students from two classes. One class with 44 students used combination of VPR strategy for learning,…
Descriptors: Robotics, Programming, Junior High School Students, Educational Technology
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