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Salmi, Hannu S.; Thuneberg, Helena; Bogner, Franz X. – Interactive Learning Environments, 2023
Learning intervention based on a "Mars and Space" exhibition was designed according to STEAM-education (Science, Technology, Engineering, Art and Mathematics) principles and practices in order to bridge the gap between formal and informal learning. The cognitive learning of 12-year-old students in Finland ("N" = 306) showed a…
Descriptors: Elementary School Students, Foreign Countries, STEM Education, Art Education
Yang, Kai-Hsiang; Chen, Hsiao-Hua – Interactive Learning Environments, 2023
Many studies have confirmed that digital game-based learning can effectively improve students' learning motivation and that properly integrating learning strategies into digital games can effectively improve students' learning achievement. However, rare research has been considered the long-term effect of learning retention. In the current study,…
Descriptors: Active Learning, Learning Strategies, Electronic Learning, Game Based Learning
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
Chi-Jen Lin; Husni Mubarok – Interactive Learning Environments, 2024
Fostering young learners' computational thinking in AI-based robots is a crucial issue in educational settings. However, there was the complexity of technology in supporting learning activities and the gender gap issue, so an appropriate strategy is needed to guide students to achieve the learning goals. In this study, an AI (Artificial…
Descriptors: Computation, Thinking Skills, Blended Learning, Artificial Intelligence
Sung, Han-Yu; Hwang, Gwo-Jen; Chen, Chin-Yu; Liu, Wen-Xiu – Interactive Learning Environments, 2022
The Analects of Confucius has been identified as an important and influential philosophy around the globe. However, in traditional instruction, it is difficult to express the spirit of this philosophy. Therefore, many students consider it as a big challenge to study the Analects of Confucius. To cope with this problem, in this study, an…
Descriptors: Electronic Learning, Learning Processes, Confucianism, Philosophy
Wang, Yi-Hsuan – Interactive Learning Environments, 2023
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…
Descriptors: Game Based Learning, Teaching Methods, Music Education, Informal Education
Chen, Jyun-Chen – Interactive Learning Environments, 2022
"Learning by doing" involves completing a practice activity through the method of inquiry. This study combined the predict-observe-explain (POE) inquiry method and hands-on doing processes to develop a cycle-mode POED (predict-observe-explain-do) model with an e-learning system to help students complete a practice activity using…
Descriptors: Inquiry, Prediction, Observation, Hands on Science
Kam Hong Shum; Samuel Kai Wah Chu; Cheuk Yu Yeung – Interactive Learning Environments, 2023
This study examines the use of data analytics to evaluate students' behaviours during their participation in an online collaborative learning environment called SkyApp. To visualise the learning traits of engagement, emotion and motivation, students' inputs and activity data were captured and quantified for analysis. Experiments were first carried…
Descriptors: Student Behavior, Online Courses, Cooperative Learning, Computer Software
Alicia Ndegwa; Mar Gutiérrez-Colón; Marni Manegre – Interactive Learning Environments, 2024
The on-going implementation of the new curriculum of the new education system in Kenya includes the administration of technology in the classroom. In this study, this was achieved through the use of a gamified app in a local private school in Kenya, a gamified Swahili app. As Swahili is the language that is Kenya's national and one of two official…
Descriptors: Foreign Countries, Reading Comprehension, African Languages, Comparative Analysis
Hsiao, Hsien-Sheng; Lin, Yi-Wei; Lin, Kuen-Yi; Lin, Chien-Yu; Chen, Jheng-Han; Chen, Jyun-Chen – Interactive Learning Environments, 2022
This study used robot-based practices to develop an activity that incorporated the 6E model. The sixth-grade students learned interdisciplinary knowledge about how to use Arduino electronic components, microcontrollers, and hands-on tools to make a "Crab Robot." In addition, the students learned how to use Scratch programming language to…
Descriptors: Robotics, Grade 6, Interdisciplinary Approach, Programming
Lan, Pei-Shan; Liu, Ming-Chou; Baranwal, Divya – Interactive Learning Environments, 2023
This research is designed to find out whether joining an online community combined with contract learning can enhance the learning motivation of students, promote their self-regulated learning, and improve their academic achievements. In this regard, quasi-experiment research was conducted at primary level students in which the experimental group…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Elementary School Students
Chang, Shao-Chen; Hsu, Ting-Chia; Chen, Yen-Ni; Jong, Morris Siu-yung – Interactive Learning Environments, 2020
With the continuous development and innovation of information technology, virtual reality (VR) has become an important topic of education technology in recent years. VR is not only applied in many industries, but is also used by scholars for education applications as it enables students to have an immersive learning experience to enhance their…
Descriptors: Video Technology, Computer Simulation, Science Instruction, Instructional Effectiveness
Lu, Su-Ju; Liu, Ying-Chieh; Chen, Po-Ju; Hsieh, Mu-Rong – Interactive Learning Environments, 2020
Emerging technologies have been widely used in applications designed to increase potential for learning enhancement. This study develops a mobile application to integrate augmented reality (AR) functionality into physical puzzle-type games. In the application, learners see visualizations of three-dimensional (3D) dinosaurs and interact with…
Descriptors: Game Based Learning, Puzzles, Computer Simulation, Science Achievement
Sung, Han-Yu; Hwang, Gwo-Jen; Chen, Shan-Feng – Interactive Learning Environments, 2019
Owing to the popularity of tablet computers and smart phones, e-books have become an important medium for both formal and informal learning. However, conventional e-books are mainly designed to provide information in the form of multimedia, implying that students spend most of their time memorizing and comprehending what they read from e-books,…
Descriptors: Problem Based Learning, Problem Solving, Electronic Publishing, Books
Sung, Han-Yu; Hwang, Gwo-Jen; Wu, Po-Han; Lin, Dai-Qi – Interactive Learning Environments, 2018
Facilitating students' deep-strategy behaviors and positive learning performances of science inquiry is an important and challenging educational issue. In this study, a contextual science inquiry approach is proposed for developing a 3D experiential game to cope with this problem. To evaluate the impacts of the game on students' science learning…
Descriptors: Foreign Countries, Elementary School Students, Learning Strategies, Elementary School Science
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