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Mehmet Ali Yarim; Sükrü Ada; Serap Morkoç; Sümeyra Dogan Kurt – Interactive Learning Environments, 2024
The aim of this study is to examine the effect of the flipped learning model on students' academic achievement and its relationship with the permanence and effectiveness of the subjects learned. The research is in the sequential explanatory mixed method model. For the experimental study of the research, two classes with close socio-economic and…
Descriptors: Flipped Classroom, Academic Achievement, Student Motivation, Elementary School Students
Liu, Yafei; Zhang, Mingli; Qi, Dan; Zhang, Yan – Interactive Learning Environments, 2023
Due to its outstanding advantages of openness, unrestraint and low cost, MOOCs have been growing rapidly in recent years. However, this new self-directed online learning model faces the challenge of the low course completion rate. Based on self-determination theory, this paper combines learners' intrinsic motivation and extrinsic motivation, and…
Descriptors: MOOCs, Learner Engagement, Student Satisfaction, Academic Persistence
Weijia Wan – Interactive Learning Environments, 2024
The paper investigates the level of development of a creative mindset in the training of music education professionals. The research is based on the experimental method which examines the level of creativity of students before and upon completion of the developed training program focusing on development of the creative thinking using cutting-edge…
Descriptors: Creative Thinking, Skill Development, Music Education, College Freshmen
Yang Wang – Interactive Learning Environments, 2024
"The purpose of the present research" is to study the impact of innovative educational strategies of vocal training on the development of creativity and motivation among students. The present study builds on an empirical approach. It involved 86 first-year undergraduate students in the Department of solo singing, Institute of Music,…
Descriptors: Foreign Countries, Music Education, Singing, Creativity
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
Cheng Zhang – Interactive Learning Environments, 2024
Under the current information technology development and social interaction digitalization, China shows an increasing interest in the possibilities of digital solutions improving the effectiveness of pedagogical processes when forming and developing sports competencies and skills in football players. The present article is devoted to the study of…
Descriptors: Foreign Countries, Student Motivation, Student Interests, Team Sports
Alemayehu, Lekissa; Chen, Hsiu-Ling – Interactive Learning Environments, 2023
This study aimed to investigate the influence of higher education students' motivation, learning self-efficacy, and self-monitoring on learning engagement in online learning environments. Inviting participants from Taiwan's higher education institutions, a total of 354 students (144 male and 210 female) from different years and fields completed an…
Descriptors: Learner Engagement, Electronic Learning, Foreign Countries, Student Motivation
Hao, Kuang-Chung – Interactive Learning Environments, 2023
This study designed a digital teaching game named Kitties' Magic Journey (KMJ). The principle of leveraging in the course of natural technology and life was used as the teaching subject. The game combined design items included animation, narrative story, fun and usability, which integrated ARCS learning motivation theory. The experimental group…
Descriptors: Video Games, Game Based Learning, Student Motivation, Animation
Muhittin Sahin – Interactive Learning Environments, 2024
Learning analytics aims to improve learning and teaching in digital learning environments by optimizing them. Real-time feedback, suggestions, directions, and interventions are structured in the digital learning environments. In order to structure more effective interventions, it is crucial to ascertain which of these services offered to students…
Descriptors: Learning Analytics, Intervention, Student Attitudes, Preferences
Liping Sun; Marjaana Kangas; Heli Ruokamo – Interactive Learning Environments, 2024
Intelligent game-based learning environments have developed and created dynamic, effective, and engaging learning experiences, serving as a tutoring framework for students of different educational levels. Although game-based features have recently been shown to have the potential to improve intelligent tutoring systems in these learning…
Descriptors: Game Based Learning, Literature Reviews, Intelligent Tutoring Systems, Influence of Technology
Xiaoxuan Fang; Davy Tsz Kit Ng; Jac Ka Lok Leung; Huixuan Xu – Interactive Learning Environments, 2024
The Attention, Relevance, Confidence, and Satisfaction or ARCS model is an effective motivational model that has been widely accepted by education practitioners. Literature on the ARCS model has focused primarily on aspects of educational settings, research methods, and outcomes. However, few studies have addressed the applications of the ARCS…
Descriptors: Attention, Relevance (Education), Self Esteem, Student Satisfaction
Wang, Yu-Yin; Wang, Yi-Shun – Interactive Learning Environments, 2022
While increasing productivity and economic growth, the application of artificial intelligence (AI) may ultimately require millions of people around the world to change careers or improve their skills. These disruptive effects contribute to the general public anxiety toward AI development. Despite the rising levels of AI anxiety (AIA) in recent…
Descriptors: Test Construction, Test Validity, Artificial Intelligence, Anxiety
Recabarren, Matías; Corvalán, Benjamín; Villegas, Montserrat – Interactive Learning Environments, 2023
Studies have shown that the application of gamification has positive effects on motivation and learning. However, various meta-studies indicate that there is high volatility in the published results. The purpose of this study is to analyze whether the student's activity as gamers is related to these differences. A comparative study was conducted…
Descriptors: Video Games, Gamification, Student Motivation, Individual Differences
Kai-Yi Chin; Yen-Lin Chen – Interactive Learning Environments, 2023
Using digital learning content to realize learning in games is a rapidly-developing direction of interest for teachers and researchers. This study has developed a digital role-playing gaming system to review Social Studies course content to a fifth Grade class at an elementary school. It allows students to experience the historical storyline of…
Descriptors: Role Playing, Video Games, Academic Achievement, Student Motivation
Qing Yu; Kun Yu – Interactive Learning Environments, 2024
Gamified flipped classroom (GFC) is becoming more and more popular. Is it more effective than traditional flipped learning? This meta-analysis explores the effects of GFC on students' learning based on 17 high-quality experimental articles. The results suggest that GFC has an upper-medium positive effect on students' learning (SMD = 0.769, p <…
Descriptors: Gamification, Flipped Classroom, Journal Articles, Instructional Effectiveness