Interactive Learning Environments

Papers
(The H4-Index of Interactive Learning Environments is 36. 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 2021-05-01 to 2025-05-01.)
ArticleCitations
How peer feedback with regulation scripts contributes to the development of critical thinking in dialogues: strengthening cognitive and affective feedback content277
The effectiveness of VR environment on primary and secondary school students’ learning performance in science courses229
BIM associated with virtual and augmented reality resources in an educational context: a systematic literature review211
Exploring maternal perceptions of critical digital engagement practices in Iranian children198
Using digital canvas to facilitate student questioning in large lecture classes: a mixed-methods study198
Using mobile technology acceptance model to explore the satisfaction and continuous use of live streaming for training182
EW-KNN: evaluating information technology courses in high school with a non-parametric cognitive diagnosis method169
How to improve drivers’ hazard perception ability? an interactive training method based on VR technology and the Unity 3D Platform153
Robots facilitate self-talk: effects on ownership, self-efficacy, and learning performance144
Effects of an article-structure strategy-based spherical video-based virtual reality approach on EFL learners’ English reading comprehension and learning conceptions121
Efficiency of blended learning of calculus content during the Covid19 crisis95
Design strategies to integrate creative learning in elementary school curricula through computer programming activities84
Implementation effect of integrating cooperative inquiry into blended learning: analysis of students’ goal setting, task value, and well-being77
The problem-based approach in online music education: how to teach students to control singing with piano accompaniment?71
Unlocking the digital world: empowering seniors via lifelong learning through digital technology69
Using game-based learning to teach young people about privacy and online safety58
Personalised gamification enhances student participation but produces mixed effects on emotional and cognitive engagements: a systematic review56
Strategies for enhancing online flipped learning: a systematic review of empirical studies during the COVID-19 pandemic56
AI-facilitated reflective practice in physical education: an auto-assessment and feedback approach55
Improving students’ creativity in familiar versus unfamiliar mobile-assisted language learning environments55
How much is a “feedback” worth? User engagement and interaction for computer-supported adaptive quizzing52
Let’s play together: ways of parent–child digital co-play for learning49
Enhancing perspective-taking and empathy in children with autism spectrum disorder through asymmetric VR games and peer collaboration49
Educational games promote the development of students’ computational thinking: a meta-analytic review49
The CRAFTS learning framework: equipping learners to create relevant, accessible, fun, tailored and scholarly activities in higher education48
Individuals in a group: exploring engagement patterns via within-group configurations of role profiles and their impact on performance in collaborative problem solving48
Regional contextualization of culturally responsive online distance pedagogy (CRODP) among Southeast Asia higher educators46
Task motivation enhances creative performance in online groups, but not interpersonal interaction43
A meta-thematic analysis of using technology-mediated gamification tools in the learning process41
The gamer psychology: a psychological perspective on game design and gamification41
Proposing a task-oriented chatbot system for EFL learners speaking practice39
Comparative analysis of the distance learning implementation in Ukrainian system of higher education during the COVID-19 pandemic and martial law38
Determinants associated with an effective online learning system of a teachers’ training college in Awi Zone, Ethiopia during the COVID-19 pandemic38
Facial expressions capturing emotional engagement while learning with desktop VR: the impact of emotional regulation and personality traits38
Using learning analytics to understand the learning design patterns of K12 synchronous language teaching37
From empathy to quality long-term care: a generative AI-based art therapy approach based on the self-directed learning model37
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