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 2022-05-01 to 2026-05-01.)
ArticleCitations
Unlocking the digital world: empowering seniors via lifelong learning through digital technology541
How to improve drivers’ hazard perception ability? an interactive training method based on VR technology and the Unity 3D Platform527
Strategies for enhancing online flipped learning: a systematic review of empirical studies during the COVID-19 pandemic456
Using English and native language storytelling strategy to teach social media skills for marketing among women okra farmers347
Personalized learning in a perforce single-student environment: the role of self-efficacy and self-regulation244
Analyzing and addressing the trust crisis in digital space education: restoration strategies based on causes178
Digital interdisciplinary training methods: Web and VR-assisted incorporation of dance, piano and erhu into integrated arts education147
A meta-analysis of the impact of virtual experiments on students’ development134
Individuals in a group: exploring engagement patterns via within-group configurations of role profiles and their impact on performance in collaborative problem solving129
Enhancing perspective-taking and empathy in children with autism spectrum disorder through asymmetric VR games and peer collaboration115
Educational equity and generative AI adoption in banking: bridging the digital divide among employees104
Exploring maternal perceptions of critical digital engagement practices in Iranian children101
Robots facilitate self-talk: effects on ownership, self-efficacy, and learning performance93
Personalised gamification enhances student participation but produces mixed effects on emotional and cognitive engagements: a systematic review84
Using mobile technology acceptance model to explore the satisfaction and continuous use of live streaming for training84
Efficiency of blended learning of calculus content during the Covid19 crisis76
The gamer psychology: a psychological perspective on game design and gamification71
How much is a “feedback” worth? User engagement and interaction for computer-supported adaptive quizzing69
The problem-based approach in online music education: how to teach students to control singing with piano accompaniment?68
Effects of an article-structure strategy-based spherical video-based virtual reality approach on EFL learners’ English reading comprehension and learning conceptions67
Effects of elaborative and metacognitive feedback on students' science achievement, epistemological beliefs, and inquiry behaviors in simulation-based science inquiry learning65
The effectiveness of VR environment on primary and secondary school students’ learning performance in science courses60
Implementation effect of integrating cooperative inquiry into blended learning: analysis of students’ goal setting, task value, and well-being60
AI-facilitated reflective practice in physical education: an auto-assessment and feedback approach59
The CRAFTS learning framework: equipping learners to create relevant, accessible, fun, tailored and scholarly activities in higher education59
BIM associated with virtual and augmented reality resources in an educational context: a systematic literature review57
Using game-based learning to teach young people about privacy and online safety55
Exploring the influential factors and key dimensions of AI information literacy among high school students: a social-ecological perspective49
How peer feedback with regulation scripts contributes to the development of critical thinking in dialogues: strengthening cognitive and affective feedback content49
AI integration in EFL teacher development: a mixed-methods evaluation of digital competency, professional trajectories, and pedagogical innovation within adaptive learning ecosystems48
LLM-based chatbots for academic stress counseling: comparing Socratic and Didactic styles in fostering stress reduction and therapeutic alliance48
A meta-thematic analysis of using technology-mediated gamification tools in the learning process48
Understanding emotions in English Language learning in virtual worlds47
Preschoolers’ initial planning time on problem-solving performance across task difficulties: insights from intelligent tutoring mobile application log data45
Diagnostic classification modeling of EFL learners’ online learning performances during COVID-19 pandemic: individual vs. interactive learning43
Reuse experience and learning in driving simulation systems41
Educational process in E-learning activity for elderly people: a systematic review41
Digital citizenship education: an in-depth study of teaching practices and research insights39
Collaborative digital game design and play to facilitate college students’ creativity development38
Examining correlation between online readiness and content-type preferences of adult learners in an online learning environment38
Technology education in early childhood education: a systematic review38
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