Interactive Learning Environments

Papers
(The H4-Index of Interactive Learning Environments is 40. 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 2022-08-01 to 2026-08-01.)
ArticleCitations
How to improve drivers’ hazard perception ability? an interactive training method based on VR technology and the Unity 3D Platform655
Using English and native language storytelling strategy to teach social media skills for marketing among women okra farmers603
Personalized learning in a perforce single-student environment: the role of self-efficacy and self-regulation526
Analyzing and addressing the trust crisis in digital space education: restoration strategies based on causes387
Educational equity and generative AI adoption in banking: bridging the digital divide among employees265
A meta-thematic analysis of using technology-mediated gamification tools in the learning process168
LLM-based chatbots for academic stress counseling: comparing Socratic and Didactic styles in fostering stress reduction and therapeutic alliance163
Using game-based learning to teach young people about privacy and online safety121
Using mobile technology acceptance model to explore the satisfaction and continuous use of live streaming for training111
The problem-based approach in online music education: how to teach students to control singing with piano accompaniment?98
Effects of elaborative and metacognitive feedback on students' science achievement, epistemological beliefs, and inquiry behaviors in simulation-based science inquiry learning94
Implementation effect of integrating cooperative inquiry into blended learning: analysis of students’ goal setting, task value, and well-being91
Digital interdisciplinary training methods: Web and VR-assisted incorporation of dance, piano and erhu into integrated arts education87
Exploring the influential factors and key dimensions of AI information literacy among high school students: a social-ecological perspective83
How much is a “feedback” worth? User engagement and interaction for computer-supported adaptive quizzing77
The CRAFTS learning framework: equipping learners to create relevant, accessible, fun, tailored and scholarly activities in higher education75
Exploring maternal perceptions of critical digital engagement practices in Iranian children73
Robots facilitate self-talk: effects on ownership, self-efficacy, and learning performance72
The formation of teacher-student relationship alienation in AI-assisted education: a triadic analytical framework based on technology-agent-environment71
BIM associated with virtual and augmented reality resources in an educational context: a systematic literature review66
A meta-analysis of the impact of virtual experiments on students’ development66
Enhancing perspective-taking and empathy in children with autism spectrum disorder through asymmetric VR games and peer collaboration62
Strategies for enhancing online flipped learning: a systematic review of empirical studies during the COVID-19 pandemic59
AI integration in EFL teacher development: a mixed-methods evaluation of digital competency, professional trajectories, and pedagogical innovation within adaptive learning ecosystems57
How peer feedback with regulation scripts contributes to the development of critical thinking in dialogues: strengthening cognitive and affective feedback content54
Unlocking the digital world: empowering seniors via lifelong learning through digital technology53
Personalised gamification enhances student participation but produces mixed effects on emotional and cognitive engagements: a systematic review50
The effectiveness of VR environment on primary and secondary school students’ learning performance in science courses49
Individuals in a group: exploring engagement patterns via within-group configurations of role profiles and their impact on performance in collaborative problem solving49
Effects of an article-structure strategy-based spherical video-based virtual reality approach on EFL learners’ English reading comprehension and learning conceptions48
AI-facilitated reflective practice in physical education: an auto-assessment and feedback approach45
Understanding emotions in English Language learning in virtual worlds44
Diagnostic classification modeling of EFL learners’ online learning performances during COVID-19 pandemic: individual vs. interactive learning44
Collaborative digital game design and play to facilitate college students’ creativity development43
Examining correlation between online readiness and content-type preferences of adult learners in an online learning environment43
Friend, tool, or threat? High school students’ and teachers’ perspectives on AI in learning42
Research on the correlativity between individual status in social network and corresponding concept network characteristics in a cMOOC41
Preschoolers’ initial planning time on problem-solving performance across task difficulties: insights from intelligent tutoring mobile application log data41
Perspectives of teacher-educators and tech-support staff towards the implementation of a virtual reality module in pre-service teacher training41
Educational process in E-learning activity for elderly people: a systematic review40
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