Interactive Learning Environments

Papers
(The H4-Index of Interactive Learning Environments is 31. The table below lists those papers that are above that threshold based on CrossRef citation counts [max. 250 papers]. The publications cover those that have been published in the past four years, i.e., from 2021-02-01 to 2025-02-01.)
ArticleCitations
Student science teachers’ research self-efficacy: does it develop in a flipped course and predict achievement?210
The guts of assessment: a digital architecture for machine learning and analogue judgement176
The trade-off between complexity and accuracy. Preparing for computer-based adaptive instruction on fractions155
Combination of flipped learning format and virtual simulation to enhance emergency response ability for newly registered nurses: a quasi-experimental design148
The influencing factors of interaction and perceived value of cMOOC learners137
Comparing learning persistence and engagement in asynchronous and synchronous online learning, the role of autonomous academic motivation and time management129
Strategies for enhancing online flipped learning: a systematic review of empirical studies during the COVID-19 pandemic128
Investigating anxiety and acceptance of students and parents toward authentic contextual learning with a mobile app under the COVID-19120
How much is a “feedback” worth? User engagement and interaction for computer-supported adaptive quizzing100
Effects of instructional factors on students’ acceptance of and participation in flipped language learning99
The equalizing effect of teacher dashboards on feedback in K-12 classrooms87
Effectiveness of keyboard-based English vocabulary practice application on vocational school students72
Using mobile technology acceptance model to explore the satisfaction and continuous use of live streaming for training60
Regional contextualization of culturally responsive online distance pedagogy (CRODP) among Southeast Asia higher educators48
A usability study on Yamashita’s treasure: a game-based instructional material in teaching Philippine history47
Developing learning technology as inclusive practice46
Metaverse VR technologies in contemporary Chinese music education44
Understanding Chinese secondary school students’ perceptions of mobile-assisted language learning42
Exploring maternal perceptions of critical digital engagement practices in Iranian children42
Designing and evaluating a mobile peer tutoring application: a cultural historical activity theory approach41
Factors influencing the adoption of virtual reality (VR) technology among parents of individuals with ASD41
Concepts, affordances, and theoretical frameworks of mixed reality enhanced language learning41
BIM associated with virtual and augmented reality resources in an educational context: a systematic literature review40
Developing students’ creative thinking using innovative education technologies39
The effect of after-school extracurricular robotic classes on elementary students’ computational thinking39
Longitudinal reading outcome and cognitive load in individual- and collaboration-based environments39
How does gamification affect learning effectiveness? The mediating roles of engagement, satisfaction, and intrinsic motivation34
Exploring dissonance in the use of (lecture) capture technologies: institutional approaches and the realities of student engagement32
Exploring learners’ attitudes towards meme consumption and their implications for classroom use32
Data pipelines for educational data mining in distance education32
Visualization of education blockchain data: trends and challenges31
Developing a collaborative writing system with visualization interaction network analysis to facilitate online learning performance31
The six factors model for successful implementation of IVR in higher education31
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