Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 476 |
| Since 2017 (last 10 years) | 657 |
| Since 2007 (last 20 years) | 854 |
Descriptor
Source
| Interactive Learning… | 882 |
Author
| Hwang, Gwo-Jen | 30 |
| Teo, Timothy | 15 |
| Gwo-Jen Hwang | 13 |
| Chen, Nian-Shing | 8 |
| Tsai, Chin-Chung | 6 |
| Yun-Fang Tu | 6 |
| Chang, Ching-Yi | 5 |
| Chen, Sherry Y. | 5 |
| Huang, Fang | 5 |
| Hwang, Gwo-Haur | 5 |
| Sung, Han-Yu | 5 |
| More ▼ | |
Publication Type
| Journal Articles | 882 |
| Reports - Research | 722 |
| Information Analyses | 83 |
| Reports - Evaluative | 69 |
| Tests/Questionnaires | 59 |
| Reports - Descriptive | 49 |
| Opinion Papers | 2 |
| Reports - General | 1 |
Education Level
Audience
| Teachers | 6 |
| Policymakers | 3 |
| Researchers | 3 |
| Practitioners | 2 |
Location
| Taiwan | 133 |
| China | 81 |
| Spain | 25 |
| Turkey | 24 |
| Hong Kong | 22 |
| United Kingdom | 22 |
| Australia | 16 |
| Netherlands | 14 |
| China (Beijing) | 11 |
| South Korea | 11 |
| United States | 11 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Karoui, Aous; Marfisi-Schottman, Iza; George, Sébastien – Interactive Learning Environments, 2022
The expansion of mobile devices (e.g. tablets, smartphones) and their educational and recreational applications have contributed to the emergence of Mobile Learning Games (MLGs). MLGs show great potential for increasing engagement, creativity and authentic learning. Yet, despite their great potential for education, the use of MLGs by teachers,…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Games, Evaluation
Shi, Yaoyao – Interactive Learning Environments, 2023
The study is devoted to the search for technological solutions to improve and modernize music education aimed at developing fundamental skills of vocal mastery. Optimum technological solutions were identified in order to improve and modernize music education, the functional features of which provide students with the opportunity to master auditory…
Descriptors: Handheld Devices, Telecommunications, Internet, Electronic Learning
Sun, Lihui; Guo, Zhen; Hu, Linlin – Interactive Learning Environments, 2023
The cultivation of computational thinking (CT) skills is a key issue in talent cultivation today. This study reported a meta-analysis of 22 empirical studies to determine the effectiveness of using educational games to improve students' CT skills and the influence of various factors in instructional design on acquiring CT skills. The results…
Descriptors: Educational Games, Computation, Thinking Skills, Literature Reviews
Hsin Huang; Gwo-Jen Hwang; Shao-Chen Chang – Interactive Learning Environments, 2023
Facilitating decision making in authentic contexts is an important educational objective of professional training. To enable learners to have more opportunities to practice in authentic contexts under the guidance of instructors, the flipped learning mode of shifting the lectures to be the pre-class activity with the presentation of digital media…
Descriptors: Decision Making, Flipped Classroom, Video Technology, Computer Simulation
Shuk Kwan Tang; Mimi Mun Yee Tse; Sau Fong Leung; Theofanis Fotis – Interactive Learning Environments, 2023
With the recent outbreak of coronavirus disease, people are advised to keep social distance. Schools are closed and people work from home. Some community research has had to be suspended to prevent the spread of the disease. Researchers have had to think of ways to deliver and continue their studies. With a large coverage of networks and the…
Descriptors: COVID-19, Pandemics, Pain, Chronic Illness
Mohammed A. Al-Sharafi; Mostafa Al-Emran; Mohammad Iranmanesh; Noor Al-Qaysi; Noorminshah A. Iahad; Ibrahim Arpaci – Interactive Learning Environments, 2023
Artificial intelligence (AI)-based chatbots have received considerable attention during the last few years. However, little is known concerning what affects their use for educational purposes. This research, therefore, develops a theoretical model based on extracting constructs from the expectation confirmation model (ECM) (expectation…
Descriptors: Knowledge Management, Sustainability, Artificial Intelligence, Technology Uses in Education
Elfeky, Abdellah Ibrahim Mohammed; Elbyaly, Marwa Yasien Helmy – Interactive Learning Environments, 2021
Little studies have been conducted on the question of the use of augmented reality technology in the education field. The effects of augmented reality technology on the educational environment of tertiary students need to be further explored. Therefore, the present study aimed to investigate the effectiveness of augmented reality technology in…
Descriptors: Skill Development, Clothing, Design, Aesthetics
Such, Brenda – Interactive Learning Environments, 2021
As second-language (L2) classrooms embrace technology for learning through computer-mediated communication, there is need to consider how L2 learners can learn online collaborative techniques when traditional teaching methods have not encouraged online collaborative skills. This qualitative study examines how post-secondary English language…
Descriptors: Scaffolding (Teaching Technique), English Language Learners, Collaborative Writing, Technology Uses in Education
Jong, Morris Siu-yung; Chen, Gaowei; Tam, Vincent; Chai, Ching Sing – Interactive Learning Environments, 2019
FIBER (Flipped Issue-Based Enquiry Ride) is a teacher-facilitated interactive pedagogic framework that the authors propose to integrate flipped learning into social humanities education. This paper reports a quasi-experimental study (with mixed methods) which examined the pedagogic effectiveness of FIBER in the authentic setting of formal…
Descriptors: Educational Technology, Technology Uses in Education, Homework, Video Technology
Eryilmaz, Meltem; Cigdemoglu, Ceyhan – Interactive Learning Environments, 2019
The purpose of this study is to differentiate the effect of cooperative learning strategy integrated with a flipped learning (FL) model from sole FL implementation in promoting students' performances while decreasing their social and computer anxiety in an undergraduate course. As a method, a classical experimental design is used. The participants…
Descriptors: Video Technology, Homework, Educational Technology, Technology Uses in Education
Ilana Dubovi – Interactive Learning Environments, 2024
Virtual reality (VR) has been shown to induce excessive affective processing, which in turn impacts the learning process and learning outcomes. Therefore, a better understanding of emotional dynamics and how emotions are instigated while learning with VR is needed. For this purpose, the students learning process with a VR simulation was captured…
Descriptors: Nonverbal Communication, Psychological Patterns, Learner Engagement, Computer Simulation
Aliane Loureiro Krassmann; Miguel Melo; Darque Pinto; Bruno Peixoto; Maximino Bessa; Magda Bercht – Interactive Learning Environments, 2024
The sense of presence is an important aspect of virtual reality experiences, being increasingly researched in educational contexts for its potential association with learning outcomes. A panorama of how these investigations have been conducted could help researchers and practitioners to harness this potential and find new directions. A systematic…
Descriptors: Interpersonal Relationship, Outcomes of Education, Computer Simulation, Technology Uses in Education
Zhongling Pi; Renjia Liu; Hongjuan Ling; Xingyu Zhang; Shuo Wang; Xiying Li – Interactive Learning Environments, 2024
A video lecture instructor exhibiting positive emotion has been shown to induce similar emotions in students, improving the students' motivation and increasing their attention, thus improving their learning performance. However, little systematic research exists on which specific design features with regards to the instructor can induce such…
Descriptors: Foreign Countries, Undergraduate Students, Nonverbal Communication, Affective Behavior
Wenhao Li; Xiaotong Ren; Li Qian; Heng Luo; Bowen Liu – Interactive Learning Environments, 2024
A virtual classroom constructed with virtual reality technology enables a more intuitive and immersive experience for learners. The classroom climate is an important factor affecting students' learning experience and performance in a virtual environment. However, there is a lack of research on the role of climate on learning experience and…
Descriptors: Classroom Environment, Learning Experience, Academic Achievement, Electronic Learning
Ibrahim Adeshola; Adeola Praise Adepoju – Interactive Learning Environments, 2024
The launch of OpenAI ChatGPT's language-generation model has raised alarms within many sectors, especially the academic sector. Several academicians have urged universities to develop new forms of assessment after the launch of ChatGPT, which solves academic questions in less than a few minutes. Academic cheating is not a new phenomenon, and the…
Descriptors: Opportunities, Barriers, Artificial Intelligence, Natural Language Processing

Peer reviewed
Direct link
