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Showing 676 to 690 of 882 results Save | Export
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Chen, Chih-Ming; Tan, Chia-Chen; Lo, Bey-Jane – Interactive Learning Environments, 2016
Oral reading fluency is an indicator of overall reading competence. Many studies have claimed that repeated reading can promote oral reading fluency. Currently, novel Web- or computer-based reading technologies offer interactive digital materials that promote English oral reading fluency using the repeated reading strategy; however, paper-based…
Descriptors: English Language Learners, Oral Reading, Reading Fluency, Educational Technology
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Kara, Nuri; Aydin, Cansu Cigdem; Cagiltay, Kursat – Interactive Learning Environments, 2014
Because computers generally make children passive listeners, new technological devices need to support children's storytelling activities. This article introduces the StoryTech, a smart toy that includes a virtual space comprised of computer-based graphics and characters as well as a real space that involves stuffed animals, background cards…
Descriptors: Toys, Story Telling, Design, Educational Technology
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Gavish, Nirit; Gutiérrez, Teresa; Webel, Sabine; Rodríguez, Jorge; Peveri, Matteo; Bockholt, Uli; Tecchia, Franco – Interactive Learning Environments, 2015
The current study evaluated the use of virtual reality (VR) and augmented reality (AR) platforms, developed within the scope of the SKILLS Integrated Project, for industrial maintenance and assembly (IMA) tasks training. VR and AR systems are now widely regarded as promising training platforms for complex and highly demanding IMA tasks. However,…
Descriptors: Simulated Environment, Technology Uses in Education, Industry, Maintenance
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Hwang, Gwo-Haur; Chen, Beyin; Chen, Ru-Shan; Wu, Ting-Ting; Lai, Yu-Ling – Interactive Learning Environments, 2019
Competitive game-based learning has been widely discussed in terms of its positive and negative impacts on learners' learning effectiveness and learning behavior. Although different types of games require different kinds of knowledge to accomplish the task via competition, few studies have considered that knowledge types, such as procedural…
Descriptors: Student Behavior, Adoption (Ideas), Competition, Game Based Learning
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Hung, Hsiu-Ting – Interactive Learning Environments, 2017
Flipped classrooms continue to grow in popularity across all levels of education. Following this pedagogical trend, the present study aimed to enhance the face-to-face instruction in flipped classrooms with the use of clickers. A game-like clicker application was implemented through a bring your own device (BYOD) model to gamify classroom dynamics…
Descriptors: Blended Learning, Educational Technology, Technology Uses in Education, Audience Response Systems
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Bicen, Hüseyin; Ozdamli, Fezile; Uzunboylu, Hüseyin – Interactive Learning Environments, 2014
In this study, an e-learning environment was designed for teacher candidates. Teacher candidates developed multimedia-based projects by means of multimedia tools. This research aims to determine the effects of online and blended learning approaches on the success level of multimedia projects and the teacher candidates' attitudes, opinions and…
Descriptors: Online Courses, Blended Learning, Multimedia Instruction, Teaching Methods
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Wu, Pai-Hsing; Wu, Hsin-Kai; Kuo, Che-Yu; Hsu, Ying-Shao – Interactive Learning Environments, 2015
Computer-based learning tools include design features to enhance learning but learners may not always perceive the existence of these features and use them in desirable ways. There might be a gap between what the tool features are designed to offer (intended affordance) and what they are actually used (actual affordance). This study thus aims at…
Descriptors: Science Instruction, Computer Uses in Education, Educational Technology, High School Students
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Lally, Vic; Sharples, Mike; Tracy, Frances; Bertram, Neil; Masters, Sherriden – Interactive Learning Environments, 2012
In this article, we examine the ethical dimensions of researching the mobile, ubiquitous and immersive technology enhanced learning (MUITEL), with a particular focus on learning in informal settings. We begin with an analysis of the interactions between mobile, ubiquitous and immersive technologies and the wider context of the digital economy. In…
Descriptors: Ethics, Educational Technology, Technology Uses in Education, Interaction
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Xu, Zhe; Gu, Xiaoqing – Interactive Learning Environments, 2017
Using tools to support learning design has been proven feasible in improving the integration of technology into the curriculum. However, novice teachers are faced with two major issues, including their limited experience in learning design and limited ability in using new technologies. Learning map is explored and developed in e-Textbooks to…
Descriptors: Beginning Teachers, Concept Mapping, Instructional Design, Case Studies
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Amory, Alan – Interactive Learning Environments, 2014
This design-based research project is concerned with the design, development and deployment of interactive technological learning environments to support contemporary education. The use of technologies in education often replicates instructivist positions and practices. However, the use of Cultural Historical Activity Theory (C), authentic…
Descriptors: Educational Technology, Relevance (Education), Active Learning, Curriculum Design
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Avramides, Katerina; Craft, Brock; Luckin, Rosemary – Interactive Learning Environments, 2016
Energy sustainability is prevalent in political and popular rhetoric and yet energy consumption is rising. Teenagers are an important category of future energy consumers, but little is known of their conceptions about energy and energy saving. We report on empirical research with two groups of teenagers. This is part of ongoing work to design…
Descriptors: Energy, Sustainability, Energy Conservation, Adolescents
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Chen, Min; Yu, Sheng Quan; Chiang, Feng Kuang – Interactive Learning Environments, 2017
Most ubiquitous learning researchers use resource recommendation and retrieving based on context to provide contextualized learning resources, but it is the kind of one-way context matching. Learners always obtain fixed digital learning resources, which present all learning contents in any context. This study proposed a dynamic ubiquitous learning…
Descriptors: Electronic Learning, Educational Technology, Instructional Materials, Models
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Teo, Timothy; Doleck, Tenzin; Bazelais, Paul – Interactive Learning Environments, 2018
Considering the increasingly ubiquitous and frequent use of Facebook among college students, this study sought to explicate and unravel the salient determinants of Facebook use. Specifically, the main goal was to ascertain the factors influencing "Collège d'enseignement général et professionnel" (CEGEP) students' Facebook use, for which…
Descriptors: Foreign Countries, Attachment Behavior, College Students, Structural Equation Models
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Bhagat, Kaushal Kumar; Liou, Wei-Kai; Michael Spector, J.; Chang, Chun-Yen – Interactive Learning Environments, 2019
Augmented reality (AR) is growing in popularity in teaching and learning due in part to powerful new technologies. What has yet to be well established is when and with which learners and learning tasks AR is an effective approach. Therefore, the aim of this study was to examine the effectiveness of using AR-based formative assessment for improving…
Descriptors: Formative Evaluation, Information Technology, Feedback (Response), Academic Achievement
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Calvo-Ferrer, José Ramón – Interactive Learning Environments, 2020
Although the "digital natives" theory is still used to justify the implementation of technologies such as video games in the language classroom, whether digital nativeness (i.e. the extent to which an individual embodies the characteristics attributed to digital natives) may be used as a predictor of digital game-based learning outcomes…
Descriptors: Computer Games, Video Games, Second Language Instruction, Second Language Learning
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