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Pribeanu, Costin; Balog, Alexandru; Iordache, Dragos Daniel – Interactive Learning Environments, 2017
Augmented reality (AR) technologies could enhance learning in several ways. The quality of an AR-based educational platform is a combination of key features that manifests in usability, usefulness, and enjoyment for the learner. In this paper, we present a multidimensional model to measure the quality of an AR-based application as perceived by…
Descriptors: Computer Simulation, Educational Technology, Measurement, Educational Quality
Huang, Yueh-Min; Huang, Yong-Ming; Liu, Chien-Hung; Tsai, Chin-Chung – Interactive Learning Environments, 2013
Web-based self-learning (WBSL) has received a lot of attention in recent years due to the vast amount of varied materials available in the Web 2.0 environment. However, this large amount of material also has resulted in a serious problem of cognitive overload that degrades the efficacy of learning. In this study, an information graphics method is…
Descriptors: Web 2.0 Technologies, Cognitive Processes, Difficulty Level, College Students
Zheng, Longwei; Gibson, David; Gu, Xiaoqing – Interactive Learning Environments, 2019
This study extends the understanding of the process of teachers' technology adoption by investigating the dynamic nature of the adoption process. We propose a nonhomogeneous hidden Markov model that reveals the dynamics of teachers' adoption over time and examines the impact of internal and external factors, including experiences, interventions,…
Descriptors: Adoption (Ideas), Technology Integration, Electronic Publishing, Textbooks
Hsu, Wei-Chih; Li, Cheng-Hsiu – Interactive Learning Environments, 2015
This paper presents a new algorithm called competency-based guided-learning algorithm (CBGLA), which can be applied on adaptively guiding e-learning. Computational process analysis and mathematical derivation of competency-based learning (CBL) were used to develop the CBGLA. The proposed algorithm could generate an effective adaptively guiding…
Descriptors: Educational Technology, Competency Based Education, Pretests Posttests, Scores
Kim, Yanghee; Smith, Diantha – Interactive Learning Environments, 2017
The ubiquity and educational potential of mobile applications are well acknowledged. This paper proposes six theory-based, pedagogical strategies to guide interaction design of mobile apps for young children. Also, to augment the capabilities of mobile devices, we used a humanoid robot integrated with a smartphone and developed an English-learning…
Descriptors: Telecommunications, Handheld Devices, Teaching Methods, Young Children
Lai, Horng-Ji – Interactive Learning Environments, 2017
The purpose of this study was to investigate the decisions of civil servants to use Web 2.0 applications while engaging in online learning. The participants were 439 civil servants enrolled in asynchronous online learning programs, using an e-learning portal provided by Taiwan's Regional Civil Service Development Institute. The participants…
Descriptors: Government Employees, Web 2.0 Technologies, Behavior Theories, Electronic Learning
Whitton, Nicola; Jones, Rosie; Wilson, Scott; Whitton, Peter – Interactive Learning Environments, 2014
Alternate reality games (ARGs) are a relatively new form of collaborative game that make use of both the virtual and real worlds to engage players in a series of challenges within a compelling narrative. The Alternate Reality Games for Orientation, Socialisation and Induction (ARGOSI) project aimed to use this game format to provide an alternative…
Descriptors: Simulated Environment, Computer Simulation, Educational Technology, Technology Uses in Education
Kara, Nuri; Aydin, Cansu Cigdem; Cagiltay, Kursat – Interactive Learning Environments, 2014
This article introduces StoryTech, a smart storytelling toy that offers children a mixed reality environment in which to tell imaginative stories. During usability testing, an empirical study was carried out with 90 child participants. The findings indicated that StoryTech creates a rich storytelling experience, especially for ages five and six.
Descriptors: Story Telling, Toys, Educational Technology, Blended Learning
Shin, Dong-Hee; An, Hyeri; Kim, Jang Hyun – Interactive Learning Environments, 2016
The use of a second screen can enhance information processing and the execution of search tasks within a given period. In this study, we examined the learner's attentional shift (AS) between two screens and controlled secondary tasks (STs) in the media multitasking setting and its effect on the learning process. In particular, we analyzed how…
Descriptors: Cognitive Processes, Search Strategies, Attention Control, Learning Processes
Sekendiz, Betul – Interactive Learning Environments, 2018
THigher education system has been globally evolving over time with the development of courses that offer distance online models of delivery to meet the changing needs of students in an era of technology-driven transformation. However, one of the biggest challenges of distance online education has been higher attrition rates mostly due to…
Descriptors: Formative Evaluation, Peer Evaluation, Team Sports, Management Development
Savin-Baden, M.; Falconer, L. – Interactive Learning Environments, 2016
Virtual worlds are relatively recent developments, and so it is tempting to believe that they need to be understood through newly developed theories and philosophies. However, humans have long thought about the nature of reality and what it means to be "real." This paper examines the three persistent philosophical concepts of Metaxis,…
Descriptors: Case Studies, Correlation, Questionnaires, Simulated Environment
Hsieh, Yi-Zeng; Su, Mu-Chun; Chen, Sherry Y.; Chen, Gow-Dong – Interactive Learning Environments, 2015
A computer-vision-based method is widely employed to support the development of a variety of applications. In this vein, this study uses a computer-vision-based method to develop a playful learning system, which is a robot-based learning companion named RobotTell. Unlike existing playful learning systems, a user-centered design (UCD) approach is…
Descriptors: Robotics, Technology Uses in Education, Human Factors Engineering, Design
The Benefits of a Challenge: Student Motivation and Flow Experience in Tablet-PC-Game-Based Learning
Hung, Cheng-Yu; Sun, Jerry Chih-Yuan; Yu, Pao-Ta – Interactive Learning Environments, 2015
Advances in technology have led to continuous innovation in teaching and learning methods. For instance, the use of tablet PCs (TPCs) in classroom instruction has been shown to be effective in attracting and motivating students' interest and increasing their desire to participate in learning activities. In this paper, we used a TPCs game--an iPad…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Educational Games
Sclater, Madeleine; Lally, Vic – Interactive Learning Environments, 2016
This paper explores three themes, emerging from the Inter-Life project, an Art and Design education and social skills project set in a virtual world. We argue that they connect with the concerns raised by critical Technology-Enhanced Learning (TEL) researchers at the Alpine Rendezvous workshop entitled "TEL: the Crisis and the Response."…
Descriptors: Art Education, Design, Technology Uses in Education, Interpersonal Competence
Andrzejewska, Magdalena; Stolinska, Anna; Blasiak, Wladyslaw; Peczkowski, Pawel; Rosiek, Roman; Rozek, Bozena; Sajka, Miroslawa; Wcislo, Dariusz – Interactive Learning Environments, 2016
The results of qualitative and quantitative investigations conducted with individuals who learned algorithms in school are presented in this article. In these investigations, eye-tracking technology was used to follow the process of solving algorithmic problems. The algorithmic problems were presented in two comparable variants: in a pseudocode…
Descriptors: Qualitative Research, Statistical Analysis, Mathematics, Eye Movements

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