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Showing 1 to 15 of 19 results Save | Export
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Julia Mañero; Carlos Escaño – Interactive Learning Environments, 2024
Intercreativity is a phenomenon with significant social, cultural and educational implications in the postdigital era. Its meaning refers to the fact of solving problems and making a collective production. However--in a historical and philosophical context that has led to the rise and importance of knowledge production--intercreativity is a…
Descriptors: Creativity, Cooperative Learning, Problem Solving, Teaching Methods
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Antje Boomgaarden; Katharina Loibl; Timo Leuders – Interactive Learning Environments, 2023
PS-I learning approaches with an initial problem-solving phase (PS) followed by an instruction phase (I) can be optimised by providing adaptive (individualised) instruction that builds on students' problem-solving products. A computer-based implementation of both phases offers the possibility of adaptivity at the transition from the…
Descriptors: Computer Assisted Instruction, Technology Uses in Education, Fractions, Educational Environment
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Tiemann, Rüdiger; Annaggar, Amany – Interactive Learning Environments, 2023
This paper proposes a framework for designing digital environments and illustrates this framework using the example of a video game (Alchemist). The increasing importance of digital environments for educational systems (e.g. for teaching and assessing twenty-first century skills) makes it necessary to have standards for their quality. These…
Descriptors: Video Games, Educational Games, Technology Uses in Education, Problem Solving
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Cathy Weng; Kifle Kassaw; Melese Astatke; Chichuan Yang – Interactive Learning Environments, 2024
This review examined the impact of online learning environments (OLE) on acquiring transferable skills (TS) through an analysis of 31 papers from the Web of Science database. Significant attention is given to critical thinking and communication skills, with moderate consideration given to creativity, problem-solving, and cooperation skills. Lesser…
Descriptors: Electronic Learning, Educational Environment, Transfer of Training, Skill Development
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Ramírez-Donoso, Luis; Pérez-Sanagustín, Mar; Neyem, Andrés; Alario-Hoyos, Carlos; Hilliger, Isabel; Rojos, Felipe – Interactive Learning Environments, 2023
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…
Descriptors: Technology Uses in Education, Electronic Learning, Cooperative Learning, Gamification
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Chou, Yi-Shiuan; Hou, Huei-Tse; Chang, Kuo-En; Su, Chien-Lun – Interactive Learning Environments, 2023
This study proposed a cognitive-based game mechanism based on the revised Bloom's taxonomy of cognitive processing dimensions. Moreover, a mobile Chinese history educational game, Void Broken: The Qing Dynasty, was developed based on the cognitive-based game mechanism to promote learners' cognitive thinking in history learning. This empirical…
Descriptors: Cognitive Processes, Handheld Devices, Electronic Learning, Thinking Skills
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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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Pando Cerra, Pablo; Gracia Rodríguez, Javier; Fernández Álvarez, Humberto; Busto Parra, Bernardo – Interactive Learning Environments, 2020
Interactive Web Environments and multimedia tools are very common in engineering studies. However, these resources are very limited when graphical resolution is needed during the learning process. A learning environment that combines video and self-assessment Computer-Aided Design (CAD) tools was developed to analyse this problem and to determine…
Descriptors: Multimedia Materials, Self Evaluation (Individuals), Engineering Education, Computer Assisted Design
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Tu, Yun-Fang; Hwang, Gwo-Jen – Interactive Learning Environments, 2020
Based on the Technology-based Learning model, the present study reviews the published papers on mobile technologies in Hospitality, Leisure, Sport and Tourism (HLST) education in the Scopus database from 2002 to 2017. Various dimensions, including application domains, research issues, research sample groups, research methods, adopted technologies,…
Descriptors: Educational Trends, Electronic Learning, Hospitality Occupations, Leisure Education
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Cheng, Ya-Wen; Wang, Yuping; Cheng, I-Ling; Chen, Nian-Shing – Interactive Learning Environments, 2019
Collaborative learning has long been proved to be a crucial agent for enhancing students' social skills, problem-solving abilities and individual learning performance. Understanding how students move from one phase to another in their collaboration process can inform educators of how best to facilitate such learning. However, this is still an area…
Descriptors: Interaction, Computer Simulation, Mathematics Activities, Computer Games
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Sadeghi, Hamid; Kardan, Ahmad A. – Interactive Learning Environments, 2016
Group formation task as a starting point for computer-supported collaborative learning plays a key role in achieving pedagogical goals. Various approaches have been reported in the literature to address this problem, but none have offered an optimal solution. In this research, an online learning environment was modeled as a weighted undirected…
Descriptors: Foreign Countries, Cooperative Learning, Group Dynamics, Online Courses
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Novak, Elena; Johnson, Tristan E.; Tenenbaum, Gershon; Shute, Valerie J. – Interactive Learning Environments, 2016
The study explored instructional benefits of a storyline gaming characteristic (GC) on learning effectiveness, efficiency, and engagement with the use of an online instructional simulation for graduate students in an introductory statistics course. A storyline is a game-design element that connects scenes with the educational content. In order to…
Descriptors: Teaching Methods, Statistics, Educational Games, Instructional Effectiveness
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Hummel, Hans; Geerts, Walter; Slootmaker, Aad; Kuipers, Derek; Westera, Wim – Interactive Learning Environments, 2015
Serious games are seen to hold potential to facilitate workplace learning in a more dynamic and flexible way. This article describes an empirical study into the feasibility of an online collaboration game that facilitates teachers-in-training to deal with classroom management dilemmas. A script to support these students in carrying out such…
Descriptors: Foreign Countries, Educational Games, Educational Technology, Electronic Learning
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Kopp, Birgitta; Hasenbein, Melanie; Mandl, Heinz – Interactive Learning Environments, 2014
This article analyzes the collaborative problem solving activities and learning outcomes of five groups that worked on two different complex cases in a virtual professional training course. In this asynchronous virtual learning environment, all knowledge management content was delivered virtually and collaboration took place through forums. To…
Descriptors: Case Method (Teaching Technique), Cooperative Learning, Problem Based Learning, Problem Solving
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Huang, Shu-Hsien; Huang, Yueh-Min; Wu, Ting-Ting; Chen, Hong-Ren; Chang, Shih-Ming – Interactive Learning Environments, 2016
Problem-based learning (PBL) is regarded as an effective learning strategy to enhance cognition not only in traditional learning but also in e-learning. In e-learning settings, blogs and micro-blogs can plausibly provide a platform to conduct PBL. Recently, most studies on blogs and micro-blogs have respectively probed satisfaction and learning…
Descriptors: Problem Based Learning, Instructional Effectiveness, Grade 7, Academic Achievement
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