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Showing 1 to 15 of 110 results Save | Export
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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
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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
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Shalaunda M. Reeves; Charlotte A. Bolch; Richard T. Bex II; Kent J. Crippen – Interactive Learning Environments, 2024
Recently, interest in understanding the prospects of virtual environments, specifically virtual reality laboratories (VR Lab) -- those that involve a first-person practica experience via a desktop computer or head-mounted display -- in science education has increased. Seemingly ingrained in the process of implementing a VR Lab is a supposition of…
Descriptors: Student Experience, Student Motivation, Student Attitudes, Beliefs
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Elkhamisy, Fatma Alzahraa Abdelsalam; Sharif, Asmaa Fady – Interactive Learning Environments, 2023
Deficiencies in students' interaction and motivation to learn are among the most reported challenges in medical education during the COVID-19 pandemic. There is a need to find new methods to overcome these challenges. We implemented a virtual learning station (VLS) approach in pathology lectures about locomotor diseases carried out over 2 weeks.…
Descriptors: Medical Students, Student Attitudes, Electronic Learning, Distance Education
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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
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Thomas K. F. Chiu; Benjamin Luke Moorhouse; Ching Sing Chai; Murod Ismailov – Interactive Learning Environments, 2024
As Artificial Intelligence (AI) advances technologically, it will inevitably bring many changes to classroom practices. However, research on AI in education reflects a weak connection to pedagogical perspectives or instructional approaches, particularly in K-12 education. AI technologies may benefit motivated and advanced students. Understanding…
Descriptors: Teacher Student Relationship, Student Motivation, Artificial Intelligence, Technology Uses in Education
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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
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Gwo-Jen Hwang; An-Chi Lin; Shao-Chen Chang – Interactive Learning Environments, 2024
Digital games have been used in various disciplines to enhance students' learning interest and effectiveness through the gaming contexts. However, most of the digital educational games use multiple-choice questions to confirm students' learning status, implying the challenge of understanding the actual learning status of students. Also, the gaming…
Descriptors: Game Based Learning, Academic Achievement, Student Behavior, Horticulture
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Romero-Frías, Esteban; Arquero, Jose Luis; del Barrio-García, Salvador – Interactive Learning Environments, 2023
In recent years, MOOCs have become firmly established as valid e-learning environments and, as such, have been developed by many universities using different types of platform. Given the voluntary nature of MOOC enrollment, motivation is crucial to our understanding of why students register for and complete these courses. The present study…
Descriptors: Foreign Countries, MOOCs, Student Motivation, College Students
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Alqudah, Israa; Barakat, Muna; Muflih, Suhaib M.; Alqudah, Abdelrahim – Interactive Learning Environments, 2023
Since the beginning of the global pandemic in early 2020, online learning has largely replaced face-to-face learning worldwide. In Jordan, online learning has been implemented using various online tools and platforms. The purpose of the present study was to ascertain the attitudes of 579 undergraduate students in Jordan toward online learning,…
Descriptors: Foreign Countries, COVID-19, Pandemics, Online Courses
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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
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Yu-Cheng Lin; Huei-Tse Hou – Interactive Learning Environments, 2024
The integration of augmented reality (AR) and game-based learning could increase interaction in educational games and provide more learning guidance in higher education courses. This study developed an AR educational board game that featured cognitive scaffolding, immediate feedback, and collaborative interaction. The study also analyzed and…
Descriptors: Instructional Effectiveness, Scaffolding (Teaching Technique), Computer Simulation, Educational Technology
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Ilana Dubovi; Idit Adler – Interactive Learning Environments, 2024
Computer-based simulations are highly effective in supporting students' deep conceptual understanding of scientific ideas. However, in the unprecedented era of the COVID-19 outbreak, students around the world experienced an induced state anxiety, which may have affected their engagement with the learning environments and ultimately their academic…
Descriptors: COVID-19, Pandemics, Anxiety, Learner Engagement
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Saman Ebadi; Asieh Amini – Interactive Learning Environments, 2024
Artificial Intelligence (AI) technology in the educational context, particularly chatbotics, has made significant changes in learning English. This mixed-methods study is intended to explore university students' attitudes toward the potential role of artificial intelligence (AI)-assisted mobile applications. Meanwhile, the role of social presence…
Descriptors: Artificial Intelligence, Educational Technology, English (Second Language), Second Language Learning
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S. Dumas Reyssier; A. Serna; S. Hallifax; J.-C. Marty; S. Simonian; E. Lavoué – Interactive Learning Environments, 2024
The gamification approach is often used in educational settings, with widely varying results on learner motivation. A new trend emerged these last years on adaptive gamification to fit learners' preferences for game mechanics, but little is known on how the adaptation of different game elements impacts different types of learner motivation. In…
Descriptors: Gamification, Student Motivation, Student Characteristics, Secondary School Students
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