-
Lessons from a broad survey of tutoring tools: It's a big world out there Interactive Learning Environments (IF 1.938) Pub Date : 2021-04-05 Frank E. Ritter, Michael “Q” Qin, Korey MacDougall, Chungil Chae
ABSTRACT We created a list of more than 140 tools that can be used to create tutoring systems, from complete tutoring systems to low-level tools for preparing instructional materials. Based on this list, we present a preliminary ontology of system dimensions that can serve as a base for a comprehensive review or in building systems. We also note that: (a) such surveys of tutoring systems will always
-
In search of the good practices of personalized learning Interactive Learning Environments (IF 1.938) Pub Date : 2021-04-02 Simon K.S. Cheung, Fu Lee Wang, Lam For Kwok, Petra Poulova
(2021). In search of the good practices of personalized learning. Interactive Learning Environments: Vol. 29, Special Issue on Personalized Learning Guest Editors:Simon K.S. Cheung, Fu Lee Wang, Lam For Kwok and Petra Poulova, pp. 179-181.
-
Investigating pedagogical challenges of mobile technology to English teaching Interactive Learning Environments (IF 1.938) Pub Date : 2021-04-02 Zhang Jie, Yu Sunze
ABSTRACT Digital education with mobile technology is becoming a global trend. This study considers language teachers’ challenges related to open distance teaching in higher education. Twenty-eight university lecturers participated in the semi-structured interviews and expressed their opinions on how mobile technologies impacted the nature of teaching and learning in tertiary education. In particular
-
Exploring dissonance in the use of (lecture) capture technologies: institutional approaches and the realities of student engagement Interactive Learning Environments (IF 1.938) Pub Date : 2021-04-02 Gemma Witton
ABSTRACT The published literature on lecture capture technologies is often conflicting and sometimes controversial. A common thread among many studies is the impact of recorded lectures on student satisfaction, attendance and performance; however, many of these studies fail to acknowledge the wider context and the many and varied ways in which capture technologies are being used by educators. This
-
Patterns of triggers for on-task and off-task behaviors: university students in independent study Interactive Learning Environments (IF 1.938) Pub Date : 2021-03-25 Yan Liu, Lisa Deng, Lin Lin, Xiaoqing Gu
ABSTRACT With the rapid development of mobile devices and web-based technologies, it becomes common for students to switch between different tasks during study time. However, it remains unclear how the transition between on-task and off-task states happens and how digital devices affect the process. This study examines college students’ independent study in the library to delineate the pattern of on-task
-
Knowledge map-based online micro-learning: impacts on learning engagement, knowledge structure, and learning performance of in-service teachers Interactive Learning Environments (IF 1.938) Pub Date : 2021-03-25 Ning Ma, Feilong Zhao, Peng-Qin Zhou, Jun-Jie He, Lei Du
ABSTRACT Online teacher professional development is widely regarded as a promising way to improve the quality of teachers and the effect of teaching. Micro-learning, which has the potential to fit the learner’s personalized learning needs through a variety of small educational resources and flexible learning opportunities, could be an efficient way for the online teacher professional development. However
-
An intelligent content provider based on students learning style to increase their engagement level and performance Interactive Learning Environments (IF 1.938) Pub Date : 2021-03-25 Yousra Yousaf, Muhammad Shoaib, Muhammad Awais Hassan, Ume Habiba
ABSTRACT Learning trend has been shifted from a conventional way to a digital way in the form of E-learning, but it faces a high dropout ratio. Lack of engagement is one of the primary factors reported for this issue as the same type of course content is presented to learners despite their different background, knowledge and learning styles. Different researchers used adaptive learning techniques to
-
The Proteus effect on security and safety exergamers Interactive Learning Environments (IF 1.938) Pub Date : 2021-03-21 Małgorzata Gawlik-Kobylińska
ABSTRACT The Proteus effect of exergames has been widely regarded as a factor that influences human performance and learning. Within the context of security and defense exergames, identification with a digital alter-ego affects students’ task performance as well as their emotional states. In the present study, we examined the influence of the perceived masculinity of male avatars on players who were
-
A mandatory contribution-based collaborative gaming approach to enhancing students’ collaborative learning outcomes in Science museums Interactive Learning Environments (IF 1.938) Pub Date : 2021-03-18 Hsin-Yi Liang, Tien-Yu Hsu, Gwo-Jen Hwang, Shao-Chen Chang, Hui-Chun Chu
ABSTRACT In the past decades, collaborative game-based learning has been used to facilitate students’ learning in authentic learning contexts. Although several previous studies have reported the potential of this approach for students’ learning performance and motivation, unequal participation could negatively influence the learning effectiveness of collaborative learning. To this end, this study developed
-
Exploring the effects of using various designs of game-based materials on music learning Interactive Learning Environments (IF 1.938) Pub Date : 2021-03-18 Yi-Hsuan Wang
ABSTRACT This paper explores and sheds light on how various designs of game-based learning materials benefit music education. The developed games followed Gordon’s music skill learning sequence of discrimination, and aimed to teach listening and visual skills for the middle C octave. Two genres of game-based learning materials were proposed, one with most game design features and the other which excluded
-
A longitudinal study into the effects of material incentives on knowledge-sharing networks and information lifecycles in an online forum Interactive Learning Environments (IF 1.938) Pub Date : 2021-03-10 Zehui Zhan, Hu Mei, Ting Liang, Liming Huo, Curtis Bonk, Qintai Hu
ABSTRACT The purpose of this study is to examine the effect of material incentives on the knowledge-sharing networks and information lifecycles of a public online forum. The users’ interaction data were collected from two similar sub-forums, and one of them provided material incentives for sharing knowledge. After collecting user behaviors for one natural year, the interaction data from 18,079 main
-
Finding resources, finding friends: using an alternate reality game for orientation and socialisation in a university enabling program Interactive Learning Environments (IF 1.938) Pub Date : 2021-03-05 Sandra Elsom, Marguerite Westacott, Colleen Stieler-Hunt, Sarah Glencross, Kerry Rutter
ABSTRACT Game-based learning has been recognised as a strategy to increase students’ engagement in higher education. Alternate reality games (ARG) provide players with the opportunity to apply newly developed knowledge and skills, such as visiting important campus locations and completing relevant activities. The collaborative nature of these games means they have the potential to support socialisation
-
Time-driven modeling of student self-regulated learning in network-based tutors Interactive Learning Environments (IF 1.938) Pub Date : 2021-03-05 Eric G. Poitras, Tenzin Doleck, Lingyun Huang, Laurel Dias, Susanne P. Lajoie
ABSTRACT This study applies a time-driven approach to model self-regulated learning (SRL) on the basis of elapsed time metrics in the context of open-ended learning environments (OELEs), specifically, network-based tutors. In doing so, we examine how students allocated attentional resources to distinct phases of SRL as a measure of depth of information processing. Student teachers (N=68) were assigned
-
A WhatsApp community forum for improving critical thinking and practice skills of mental health providers in a conflict zone Interactive Learning Environments (IF 1.938) Pub Date : 2021-03-05 Kamila Pacholek, Madalina Prostean, Sarah Burris, Lynn Cockburn, Julius Nganji, Anya Ngo Nadège, Louis Mbibeh
ABSTRACT A violent conflict, known as the Anglophone Crisis has been occuring in the Northwest and Southwest Regions of Cameroon since 2016. This conflict and associated consequences have affected the way healthcare is provided. To help meet the needs of healthcare workers and other service providers, a community of practice called ‘The Forum’ was established using WhatsApp Messenger. This mobile learning
-
Fostering the use of online learning resources: results of using a mobile collaboration tool based on gamification in a blended course Interactive Learning Environments (IF 1.938) Pub Date : 2021-03-05 Luis Ramírez-Donoso, Mar Pérez-Sanagustín, Andrés Neyem, Carlos Alario-Hoyos, Isabel Hilliger, Felipe Rojos
ABSTRACT Over the past years, higher education institutions have been exploring different mechanisms to adapt their learning and teaching practices to increase students’ engagement. One of the proposals has been to reuse Massive Online Open Courses (MOOCs) as Small Online Private Courses (SPOCs), or as complementary resources in traditional courses through blended learning practices, such as flipped
-
Decision tree for PLOs of undergraduate computing program based on CLO of computer programming Interactive Learning Environments (IF 1.938) Pub Date : 2021-02-28 Muhammad Shaheen
ABSTRACT Outcome-based education (OBE) is uniquely adapted by most of the educators across the world for objective processing, evaluation and assessment of computing programs and its students. However, the extraction of knowledge from OBE in common is a challenging task because of the scattered nature of the data obtained through Program Educational Objectives (PEOs), Program Learning Outcomes (PLOs)
-
The use of immersive simulation in paramedicine education: a scoping review Interactive Learning Environments (IF 1.938) Pub Date : 2021-02-28 Michael Birtill, James King, Donovan Jones, Liz Thyer, Robin Pap, Paul Simpson
ABSTRACT The emergence of augmented reality (AR) and mixed reality (MR) modalities has increased the potential of simulation in paramedicine education. The integration of AR/MR into education programmes should be underpinned by sound learning design; however, little is known about their effective use. The purpose of this scoping review was to identify the application and integration of AR/MR within
-
Virtual patient in interactive learning environments: a review of 1989–2020 publications in selected SSCI journals Interactive Learning Environments (IF 1.938) Pub Date : 2021-02-28 Wen-Song Su, Ching-Yi Chang
ABSTRACT This study uses bibliometrics and social network analysis methods to investigate the characteristics of the most cited research papers in the Web of Science (WoS) database in virtual patient (VP) studies in interactive learning environments. We identify the most cited studies from the WoS database and then visualize and analyze the research data using bibliometric analysis and VOSviewer. The
-
A patterns based approach for the design of educational technologies Interactive Learning Environments (IF 1.938) Pub Date : 2021-02-23 Sridhar Chimalakonda, Kesav V. Nori
ABSTRACT Despite rapid advances, modeling a variety of instructional designs to support variations in teaching and learning during the design of educational technologies is still an open challenge. In this paper, we propose a patterns based approach for the design of educational technologies to address this challenge. This is in contrast with existing literature that focuses either on patterns in education
-
Improving instruction and sexual health literacy with serious games and gamification interventions: an outlook to students’ learning outcomes and gender differences Interactive Learning Environments (IF 1.938) Pub Date : 2021-02-22 Hussein Haruna, Zamzami Zainuddin, Kingsley Okoye, Robin R. Mellecker, Xiao Hu, Samuel Kai Wah Chu, Samira Hosseini
ABSTRACT 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 sexual health course that was delivered using serious
-
Factors affecting students’ learning performance through collaborative learning and engagement Interactive Learning Environments (IF 1.938) Pub Date : 2021-02-21 Muhammad Asif Qureshi, Asadullah Khaskheli, Jawaid Ahmed Qureshi, Syed Ali Raza, Sara Qamar Yousufi
ABSTRACT In higher educational institutes, developing classrooms for active learning is becoming a part of comprehensive educational drive for students involving and engaging in learning. For this purpose, influence of social factors on collaborative learning and engagement has been investigated which will influence learning performance of students. The study looked at following areas: (a) the ability
-
From competition to social interaction: a mobile team-based competition approach to promoting students’ professional identity and perceptions Interactive Learning Environments (IF 1.938) Pub Date : 2021-02-14 Chenchen Liu, Ping Wan, Gwo-Jen Hwang, Yun-Fang Tu, Youmei Wang
ABSTRACT For professional development programs, students’ professional identity and learning perceptions and earning performances have been recognized as important educational objectives. Scholars have indicated that engaging students in social interactions facilitates their deep and diverse thinking, and hence to promoting their learning outcomes. However, in traditional instruction, students generally
-
Facilitating EFL learners’ active behaviors in speaking: a progressive question prompt-based peer-tutoring approach with VR contexts Interactive Learning Environments (IF 1.938) Pub Date : 2021-02-10 Chin-Yu Chen, Shao-Chen Chang, Gwo-Jen Hwang, Di Zou
ABSTRACT Speaking is a challenge for most English learners owing to the lack of practicing environments and partners. The virtual reality (VR) technology has changed this situation by providing learners with rich opportunities for practice. In VR-based practicing environments, peer tutoring is a common strategy for promoting peer assistance. However, in conventional VR-based learning, students may
-
Innovations in flipping the language classroom: theories and practices Interactive Learning Environments (IF 1.938) Pub Date : 2021-02-10 Haoda Feng, Jin Wang
(2021). Innovations in flipping the language classroom: theories and practices. Interactive Learning Environments. Ahead of Print.
-
A literature review of the effects of social networking sites on secondary school students’ academic achievement Interactive Learning Environments (IF 1.938) Pub Date : 2021-02-10 Melese Astatke, Cathy Weng, Sufen Chen
ABSTRACT Due to COVID- 19 pandemic, schools all over the world have gone from full face-to-face to online lessons. This paper analyzed the influences of social networking sites (SNS) on secondary school students’ academic achievement. The original studies were extracted from the Web of Science database, and the review of the 27 selected journal articles revealed that the use of SNS is both positively
-
Exploring EFL learners’ perspectives on using Kahoot as a game-based student response system Interactive Learning Environments (IF 1.938) Pub Date : 2021-02-08 Saman Ebadi, Rezvan Rasouli, Mona Mohamadi
ABSTRACT Student response systems (SRS) have been used to provide teachers with immediate feedback on learners’ performance to understand their weaknesses and strengths. This exploratory study is aimed at focusing on both distractive and facilitative aspects of using SRS in English as a foreign language (EFL) classes to assess learners’ understanding of grammar lessons. Eighty university students majored
-
Effects of the self-regulated strategy within the context of spherical video-based virtual reality on students’ learning performances in an art history class Interactive Learning Environments (IF 1.938) Pub Date : 2021-02-08 Wei-Long Wu, Yen Hsu, Qi-Fan Yang, Jiang-Jie Chen, Morris Siu-Yung Jong
ABSTRACT In recent years, several researchers have introduced spherical video-based virtual reality (SVVR) into classroom teaching to help students learn different subjects. In SVVR learning, learners are typically presented with great autonomy over their learning process. Therefore, learners should engage in self-regulated strategy (SRS) learning in order to successfully study in SVVR. However, learners
-
Towards augmented reality for corporate training Interactive Learning Environments (IF 1.938) Pub Date : 2021-02-08 Bruno Rodrigo Martins, Joaquim Armando Jorge, Ezequiel Roberto Zorzal
ABSTRACT Studies indicate that Augmented Reality (AR) is quickly becoming an effective technology for training programs. This systematic literature review (SLR) aims to screen works published on AR for corporate training. We describe AR training applications, discuss current challenges, literature gaps, opportunities, and tendencies of corporate AR solutions. We structured a protocol to define keywords
-
Developing and validating an authentic contextual learning framework: promoting healthy learning through learning by applying Interactive Learning Environments (IF 1.938) Pub Date : 2021-02-08 Wu-Yuin Hwang, Uun Hariyanti, Nian-Shing Chen, Siska Wati Dewi Purba
ABSTRACT The purpose of this study is to develop and validate an authentic contextual learning framework with six constructs to model the relationships among essential factors of authentic contextual learning. In particular, this framework explores the relationships across six constructs, i.e. learning by applying, healthy learning, collaborative learning, creativity, sustainability, and scalability
-
Diagnosing l2 English learners’ listening difficulties and learning needs through computerized dynamic assessment Interactive Learning Environments (IF 1.938) Pub Date : 2021-02-08 Yu-Ting Kao, Hung-Chih Kuo
ABSTRACT This study implemented the principles of dynamic assessment (DA) with computer technology, iSpring Quiz Maker, to (1) identify the English listening difficulties of 172 L2 English learners; (2) diagnose their individual learning needs, and (3) promote their future potential abilities. Upon evaluating the participating junior high school students’ performance on three English listening question
-
Effective care training for patients with COVID-19 through social network Interactive Learning Environments (IF 1.938) Pub Date : 2021-02-08 Yaser Sobhanifard, Behnam Soltanmohammadi
ABSTRACT This study explores effective care training factors for patients with coronavirus disease 2019 (COVID-19) through social network message combining qualitative and quantitative methods. The research was conducted in two phases. In the first phase, based on the theoretical saturation approach, active social networking audiences were sampled and questioned in the field of COVID-19 learning. In
-
Interactivity and materiality matter in creativity: educational robotics for the assessment of divergent thinking Interactive Learning Environments (IF 1.938) Pub Date : 2021-01-31 Anaïs Leroy, Margarida Romero, Laura Cassone
ABSTRACT Idea generation in interactive learning environments requires the consideration of the interactivity and materiality aspects of creativity. In educational robotics, idea generation is mediated through a technological object in a process allowing us to observe the three main components of divergent thinking: fluency, flexibility, and originality. Nevertheless, divergent thinking assessment
-
Roles and research trends of touchscreen mobile devices in early childhood education: review of journal publications from 2010 to 2019 based on the technology-enhanced learning model Interactive Learning Environments (IF 1.938) Pub Date : 2021-01-31 Chenchen Liu, Gwo-Jen Hwang
ABSTRACT The use of touchscreen mobile devices in early childhood education has gained considerable attention. Several studies have been conducted to investigate the impacts of touchscreen mobile devices on children's cognitive and affective development. Researchers have further indicated the need to probe in which contexts children can learn effectively with touchscreen mobile devices. Therefore,
-
The effect of intrinsic motivation and environmental cues on social creativity Interactive Learning Environments (IF 1.938) Pub Date : 2021-01-31 Xiaoqing Ma, Zhi Bie, Chun Li, Chuanhua Gu, Qianqian Li, Yuanyuan Tan, MengYuan Tian, Cuiying Fan
ABSTRACT Motivation is key to the generation of creative ideas, intrinsic motivation is the core driving force of creativity. Researchers believe that individuals with higher intrinsic motivation will produce higher novelty and flexibility. Creativity may also be influenced by environmental cues, which are objects in the environment that individuals can use to solve problems. This study investigated
-
Exploring remote distance learning: what is it and should we keep it? Interactive Learning Environments (IF 1.938) Pub Date : 2021-01-28 Sue Greener
(2021). Exploring remote distance learning: what is it and should we keep it? Interactive Learning Environments: Vol. 29, No. 1, pp. 1-2.
-
Trends in VR/AR technology-supporting language learning from 2008 to 2019: a research perspective Interactive Learning Environments (IF 1.938) Pub Date : 2021-01-28 Xing-yue Qiu, Chuang-Kai Chiu, Lu-Lu Zhao, Cai-Feng Sun, Shu-jie Chen
ABSTRACT This paper systematically reviews 150 (VR/AR)-supporting language learning articles from 2008 to 2019 and summarizes the development trends. The definition of VR/AR is given firstly, and then the model of VR/AR supporting learning is proposed. This model’s language types, research participants, learning devices, learning goals, research issues, research methods, research domains and learning
-
Transition to online teaching during the COVID-19 pandemic Interactive Learning Environments (IF 1.938) Pub Date : 2021-01-28 David John Lemay, Tenzin Doleck, Paul Bazelais
ABSTRACT With the advent of the COVID-19 pandemic, teachers and students have seen their activities suddenly thrust online. With little guidance or experience, they have had to learn new tools and often have struggled with access and material support, but also disease and economic hardships. Given that teachers’ approaches to teaching are influenced by such events, we report on a survey design cross-sectional
-
Antecedences of the success of crowdsourcing projects in developing crowd-capital: role of project learning and social support Interactive Learning Environments (IF 1.938) Pub Date : 2021-01-21 Wen-Shan Lin, Hong-Ren Chen, Yueh-Min Huang
ABSTRACT This paper aims to investigate the antecedents of how crowdfunded projects succeed over crowdsourcing platforms (CFPs) on the Internet. As CFPs make quite a large number of open innovations feasible, little is known about knowledge sharing and cross-project learning (CPL) in association with the success of crowdfunded projects. No study has considered the success of CFP projects in terms of
-
Comparing immersive Virtual Reality to mobile applications in foreign language learning in higher education: a quasi-experiment Interactive Learning Environments (IF 1.938) Pub Date : 2021-01-21 Iolie Nicolaidou, Petros Pissas, Dimitrios Boglou
ABSTRACT Virtual Reality applications are predicted to create a paradigm shift in education, but there is little empirical evidence of their educational value. Virtual Reality affordances to support language learning have not yet been realized. This quasi-experimental study investigated the effect of a Virtual Reality application on foreign language learning and compared engagement, engrossment, and
-
Trends in artificial intelligence-supported e-learning: a systematic review and co-citation network analysis (1998–2019) Interactive Learning Environments (IF 1.938) Pub Date : 2021-01-20 Kai-Yu Tang, Ching-Yi Chang, Gwo-Jen Hwang
ABSTRACT Artificial intelligence (AI) has been widely explored across the world over the past decades. A particularly emerging topic is the application of AI in e-learning (AIeL) to improve the effectiveness of teaching and learning in precision education. This study aims to systematically review publication patterns for AIeL research with a focus on leading journals, countries, disciplines, and applications
-
Interaction recognition and intervention based on context feature fusion of learning behaviors in interactive learning environments Interactive Learning Environments (IF 1.938) Pub Date : 2021-01-17 Xiaona Xia
ABSTRACT Interactive learning environments can generate massive learning behavior data and the support of learning behavior big data can ensure the completeness of data analysis and robustness of relationship verification. In this study, learning behaviors are divided into training set and testing set, BP neural network and recurrent Elman network are integrated. Through the training set, the recursive
-
Effects of a virtual reality-based pottery making approach on junior high school students’ creativity and learning engagement Interactive Learning Environments (IF 1.938) Pub Date : 2021-01-17 Jue-Qi Guan, Liang-Hui Wang, Qu Chen, Kai Jin, Gwo-Jen Hwang
ABSTRACT Pottery making in technology education aims to foster students’ practical and creative ability. In a typical pottery making class, students receive the teacher’s instruction on the fundamental techniques used in pottery making and have opportunities to practice. It is meaningful to construct an observation-doing-reflection process for students in a pottery making class to promote their learning
-
Technology-enhanced multiliteracies teaching towards a culturally responsive curriculum: a multiliteracies approach to ECE Interactive Learning Environments (IF 1.938) Pub Date : 2021-01-17 Mi Song Kim, Xing Meng, Mihyun Kim
ABSTRACT Much attention has been paid to the introduction of a culturally responsive curriculum in early childhood education in our increasingly globalized society to support young children of diverse cultural and linguistic (CLD) backgrounds. With the rise of twenty-first century concepts of what literacy means in the digital age, traditional literacy practices that have relied primarily on print-based
-
Learning in a Digital World: Perspective on Interactive Technologies for Formal and Informal Education Interactive Learning Environments (IF 1.938) Pub Date : 2021-01-17 Haoda Feng, Jin Wang
(2021). Learning in a Digital World: Perspective on Interactive Technologies for Formal and Informal Education. Interactive Learning Environments. Ahead of Print.
-
The potential for digital technology to support self-directed learning in formal education of children: a scoping review Interactive Learning Environments (IF 1.938) Pub Date : 2021-01-17 Thomas Howard Morris, Matthias Rohs
ABSTRACT Self-directed learning is a critical competence for living and working in our increasingly complex and unpredictable world. The concept of self-directed learning grew out of the adult learning field and scholars highlight the need to examine how self-directed learning competence can be fostered during childhood. However, there are very few empirical studies that seek to understand how self-directed
-
Motivators and concerns for real-time online classes: focused on the security and privacy issues Interactive Learning Environments (IF 1.938) Pub Date : 2021-01-17 Sang Soo Kim
ABSTRACT As education is increasingly going online, propelled by the COVID-19 outbreak, how to build student engagement has become critically important, and it is, therefore, necessary to explore the motivators and barriers to student engagement comprehensively. Given the nature of an online learning environment, this study specifically focused on security and privacy concerns as the major issues that
-
The practice of moving image education in preschool: children’s attitudes toward and impressions of slowmation Interactive Learning Environments (IF 1.938) Pub Date : 2021-01-10 Chia-Pin Kao, Tsai-Yun Mou
ABSTRACT The study investigated children’s attitudes toward and impressions of a narrated stop-motion animation called “slowmation” and the relationship between the variables when learning with slowmation. An analogue scale and an ordinal scale were used respectively to collect children’s learning attitude and learning impression data. A total of 30 preschool children aged 5–6 participated in this
-
The use of immersive 360° videos for foreign language learning: a study on usage and efficacy among high-school students Interactive Learning Environments (IF 1.938) Pub Date : 2021-01-07 Claudia Repetto, Anna Flavia Di Natale, Daniela Villani, Stefano Triberti, Serena Germagnoli, Giuseppe Riva
ABSTRACT The large-scale diffusion of tablets and smartphones in the last decades offered new opportunities to broaden educational strategies. In particular, the Mobile-Assisted Language Learning (MALL) emerged as a promising approach leveraging the widespread availability of portable devices. In this study we investigated the feasibility and efficacy of a self-administered MALL homework training based
-
Developing your teaching towards excellence Interactive Learning Environments (IF 1.938) Pub Date : 2020-12-30 Xianghu Liu, Chang Liu
(2020). Developing your teaching towards excellence. Interactive Learning Environments. Ahead of Print.
-
A study on the effect of adding L1 glosses in the subtitle of an adventure game for vocabulary learning Interactive Learning Environments (IF 1.938) Pub Date : 2020-12-30 Hao-Jan Howard Chen, Hsiao-Ling Hsu, Zhi-Hong Chen
ABSTRACT 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 games often include difficult vocabulary items
-
Peer learning in STEM: a qualitative study of a student-oriented active learning intervention program Interactive Learning Environments (IF 1.938) Pub Date : 2020-12-30 Hee Jung Gong, Hyeri Park, Thomas Chase Hagood
ABSTRACT This study explores how peer learning and teaching interactions in undergraduate STEM courses occurred through the “Peer-Learning Assistant” (PLA) model. This is one of the active learning strategies applied in a curricular setting, and also to find out the learning experiences for STEM students and PLAs from the PLA model. For this study, a qualitative method approach was applied, specifically
-
Random field design and collaborative inference strategies for learning interaction activities Interactive Learning Environments (IF 1.938) Pub Date : 2020-12-30 Xiaona Xia
ABSTRACT Learning interaction activities are the key part of tracking and evaluating learning behaviors, that plays an important role in data-driven autonomous learning and optimized learning in interactive learning environments. In this study, a big data set of learning behaviors with multiple learning periods is selected. According to the instance characteristics of data attributes and learning behaviors
-
Prediction of learners’ dropout in E-learning based on the unusual behaviors Interactive Learning Environments (IF 1.938) Pub Date : 2020-12-23 Yizhuo Zhou, Jin Zhao, Jianjun Zhang
ABSTRACT On e-learning platforms, most e-learners didn’t complete the course successfully. It means that reducing dropout is a critical problem for the sustainability of e-learning. This paper aims to establish a predictive model to describe e-learners’ dropout behavior, which can help the commercial e-learning platforms to make appropriate interventions and incentives. First of all, we defined the
-
Digital transformation of education: can an online university function fully? Interactive Learning Environments (IF 1.938) Pub Date : 2020-11-23 Pericles asher Rospigliosi
(2020). Digital transformation of education: can an online university function fully? Interactive Learning Environments: Vol. 28, No. 8, pp. 945-947.
-
Technological acceptance of Moodle through latent variable modeling – a systematic mapping study Interactive Learning Environments (IF 1.938) Pub Date : 2020-12-17 Gabriel García-Murillo, Pavel Novoa-Hernández, Rocío Serrano Rodriǵuez
ABSTRACT In this study, we report on a Systematic Mapping Study (SMS) for the application of technology acceptance models to Moodle under the prism of latent variable modeling. Based on an automatic search including primary studies from journals, conferences, and book chapters during 2001 to 2019, 41 primary were selected. We aim to contribute to a better understanding of how research has been conducted
-
A recommendation system based on an adaptive learning cognitive map model and its effects Interactive Learning Environments (IF 1.938) Pub Date : 2020-12-17 Haipeng Wan, Shengquan Yu
ABSTRACT Most online learning researchers use resource recommendation and retrieve based on learning performance and learning style to provide accurate learning resources, but it is a closed and passive adaptive way. Learners always do not know the recommendation rationale and just receive the result-oriented recommended resources without having a chance to make a procedural reflection and self-directed
-
Augmented reality in education. A scientific mapping in Web of Science Interactive Learning Environments (IF 1.938) Pub Date : 2020-12-17 Jesús López-Belmonte, Antonio-José Moreno-Guerrero, Juan-Antonio López-Núñez, Francisco-Javier Hinojo-Lucena
ABSTRACT Augmented reality is a technology that is bringing great benefits in the educational field. This study focuses on knowing the performance and scientific production of augmented reality in the field of education. This research has been approached from a bibliometric perspective. A novel documentary analysis technique based on scientific mapping and co-word analysis has been used. We have worked
-
Effects of using cueing in instructional animations on learning and cognitive load level of elementary students in science education Interactive Learning Environments (IF 1.938) Pub Date : 2020-12-17 Rabia M. Yilmaz
ABSTRACT In this study, the effects of using cueing with a narrator in animations on science learning and cognitive load level of elementary students have been revealed. For this purpose, a quantitative research design is used in the study. 223 third grade students, 124 of them are girls and 99 of them are boys, have formed the sample. The results show that there is a significant difference between
-
The role of self-directed learning in studying 3D design and modeling Interactive Learning Environments (IF 1.938) Pub Date : 2020-12-12 Bowen Liu, Yonghe Wu, Wanli Xing, Shouchao Guo, Lijuan Zhu
ABSTRACT 3D design and modeling is an important part of design education. Self-directed learning (SDL) has been considered in order to effectively learn and teach 3D design and modeling. Exploring the relationship between students’ SDL ability and their behavior in learning 3D design will not only promote the 3D design learning process and outcomes, but also enhance their SDL ability. This study explored
-
The influence of virtual reality on design process creativity in basic design studios Interactive Learning Environments (IF 1.938) Pub Date : 2020-12-11 Samah Obeid, Halime Demirkan
ABSTRACT With the recent advancements in digital technologies, the design studios are transformed to virtual environments that offer both to design students and instructors a broader perspective in understanding the design process. As an integral part of design process, the supporting virtual tools enhance creativity in basic design studios. This study examines the influence of immersive and non-immersive
Contents have been reproduced by permission of the publishers.