Interactive Learning Environments

Papers
(The H4-Index of Interactive Learning Environments is 38. 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 2022-06-01 to 2026-06-01.)
ArticleCitations
Unlocking the digital world: empowering seniors via lifelong learning through digital technology564
How to improve drivers’ hazard perception ability? an interactive training method based on VR technology and the Unity 3D Platform535
Strategies for enhancing online flipped learning: a systematic review of empirical studies during the COVID-19 pandemic473
Using English and native language storytelling strategy to teach social media skills for marketing among women okra farmers351
Personalized learning in a perforce single-student environment: the role of self-efficacy and self-regulation252
Analyzing and addressing the trust crisis in digital space education: restoration strategies based on causes148
A meta-analysis of the impact of virtual experiments on students’ development140
Individuals in a group: exploring engagement patterns via within-group configurations of role profiles and their impact on performance in collaborative problem solving139
Enhancing perspective-taking and empathy in children with autism spectrum disorder through asymmetric VR games and peer collaboration110
Educational equity and generative AI adoption in banking: bridging the digital divide among employees103
Exploring maternal perceptions of critical digital engagement practices in Iranian children94
Robots facilitate self-talk: effects on ownership, self-efficacy, and learning performance89
Using mobile technology acceptance model to explore the satisfaction and continuous use of live streaming for training87
The problem-based approach in online music education: how to teach students to control singing with piano accompaniment?77
Effects of elaborative and metacognitive feedback on students' science achievement, epistemological beliefs, and inquiry behaviors in simulation-based science inquiry learning74
AI integration in EFL teacher development: a mixed-methods evaluation of digital competency, professional trajectories, and pedagogical innovation within adaptive learning ecosystems73
Implementation effect of integrating cooperative inquiry into blended learning: analysis of students’ goal setting, task value, and well-being70
Effects of an article-structure strategy-based spherical video-based virtual reality approach on EFL learners’ English reading comprehension and learning conceptions70
Personalised gamification enhances student participation but produces mixed effects on emotional and cognitive engagements: a systematic review69
Digital interdisciplinary training methods: Web and VR-assisted incorporation of dance, piano and erhu into integrated arts education67
AI-facilitated reflective practice in physical education: an auto-assessment and feedback approach60
LLM-based chatbots for academic stress counseling: comparing Socratic and Didactic styles in fostering stress reduction and therapeutic alliance59
A meta-thematic analysis of using technology-mediated gamification tools in the learning process59
How peer feedback with regulation scripts contributes to the development of critical thinking in dialogues: strengthening cognitive and affective feedback content59
Using game-based learning to teach young people about privacy and online safety57
Exploring the influential factors and key dimensions of AI information literacy among high school students: a social-ecological perspective52
The gamer psychology: a psychological perspective on game design and gamification50
The effectiveness of VR environment on primary and secondary school students’ learning performance in science courses49
How much is a “feedback” worth? User engagement and interaction for computer-supported adaptive quizzing49
BIM associated with virtual and augmented reality resources in an educational context: a systematic literature review48
The CRAFTS learning framework: equipping learners to create relevant, accessible, fun, tailored and scholarly activities in higher education48
Understanding emotions in English Language learning in virtual worlds47
Digital citizenship education: an in-depth study of teaching practices and research insights43
Reuse experience and learning in driving simulation systems43
Diagnostic classification modeling of EFL learners’ online learning performances during COVID-19 pandemic: individual vs. interactive learning43
Examining correlation between online readiness and content-type preferences of adult learners in an online learning environment42
Collaborative digital game design and play to facilitate college students’ creativity development42
Multimodal video projects as a catalyst for language proficiency, problem-solving, and creativity40
Influence of achievement goal on technology use among undergraduates in Malaysia38
Friend, tool, or threat? High school students’ and teachers’ perspectives on AI in learning38
Preschoolers’ initial planning time on problem-solving performance across task difficulties: insights from intelligent tutoring mobile application log data38
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