Interactive Learning Environments

Papers
(The median citation count of Interactive Learning Environments is 2. 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
Improving students’ creativity in familiar versus unfamiliar mobile-assisted language learning environments55
AI-facilitated reflective practice in physical education: an auto-assessment and feedback approach55
How much is a “feedback” worth? User engagement and interaction for computer-supported adaptive quizzing52
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
Let’s play together: ways of parent–child digital co-play for learning49
Individuals in a group: exploring engagement patterns via within-group configurations of role profiles and their impact on performance in collaborative problem solving48
The CRAFTS learning framework: equipping learners to create relevant, accessible, fun, tailored and scholarly activities in higher education48
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
The gamer psychology: a psychological perspective on game design and gamification41
A meta-thematic analysis of using technology-mediated gamification tools in the learning process41
Proposing a task-oriented chatbot system for EFL learners speaking practice39
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
Comparative analysis of the distance learning implementation in Ukrainian system of higher education during the COVID-19 pandemic and martial law38
From empathy to quality long-term care: a generative AI-based art therapy approach based on the self-directed learning model37
Using learning analytics to understand the learning design patterns of K12 synchronous language teaching37
Understanding emotions in English Language learning in virtual worlds35
Influence of achievement goal on technology use among undergraduates in Malaysia34
Orchestration of learning environments in the digital world32
Examining correlation between online readiness and content-type preferences of adult learners in an online learning environment32
Modern technology-enabled approaches in preschool music education31
Identifying student motivations for webcam use in online courses31
Collaborative digital game design and play to facilitate college students’ creativity development31
Educational process in E-learning activity for elderly people: a systematic review30
Exploring dynamics of emotional reactions in online collaboration of communities of learners and their relations with learning outcomes30
Sign language in immersive virtual reality: design, development, and evaluation of a virtual reality learning environment prototype30
Understanding self-regulation, achievement emotions, and mindset of undergraduates in emergency remote teaching: a latent profile analysis30
Child–robot interaction: designing robot mediation to facilitate friendship behaviors29
Online lab design for aviation engineering students in higher education: a pilot study29
Investigating cognitive engagement patterns in online collaborative learning: a temporal learning analytic study28
Cameras on or off during online synchronous courses? That is the question: an analysis of university faculty caring intelligence28
Academic stress detection based on multisource data: a systematic review from 2012 to 202427
Diagnostic classification modeling of EFL learners’ online learning performances during COVID-19 pandemic: individual vs. interactive learning27
The effects of goal-based scenarios used for programming education of 5th graders27
Research on the correlativity between individual status in social network and corresponding concept network characteristics in a cMOOC27
Working on a digital research-based collaborative project in higher education: students’ perspectives on benefits and challenges26
Effects of a contextualised reflective mechanism-based augmented reality learning model on students’ scientific inquiry learning performances, behavioural patterns, and higher order thinking26
Virtual reality scenarios to reduce stress of assessment in university students: gender perspective guidelines26
Adopting social media for learning among university students: a developing country perspective26
Digital school or online game? Factors determining 3D virtual worlds in language classrooms for pre-service teachers26
Virtual reality learning environments: using high-fidelity avatars to enhance distance learning experience26
The impact of metacognitive scaffolding on deep learning in a GenAI-supported learning environment25
An experiential learning-based virtual reality approach to fostering problem-resolving competence in professional training25
Evaluating science teachers’ flipped learning readiness: a GETAMEL approach test25
How does adaptive gamification impact different types of student motivation over time?25
Technology education in early childhood education: a systematic review25
Educational Data Mining versus Learning Analytics: A Review of Publications From 2015 to 201925
A futuristic design vision of tangible user interfaces on enhancing Montessori25
Harnessing the wisdom of YouTube: how self-directed learners achieve personalized learning through technological affordances25
A simple model of smart learning environment25
Interactive learning environments collections request24
Investigating the effect of computer-supported instruction on students’ understanding of different representations of two-variable inequalities24
“Learn to Argue” and “Argue to Learn”: meta-analysis of effective instructional design for online scientific argumentation activities24
Differentiated instruction in digital video games: STEM teacher candidates using technology to meet learners’ needs23
Applied the augmented reality technology combined with social stories strategies and computational thinking games to improve the social skills of children with ASD23
An intervention framework for developing interactive video lectures based on video clickstream behavior: a quasi-experimental evaluation23
Towards a model for primary students’ behavioral intention to learn AI: programming ability, AI literacy and ethics as three fundamental pillars23
Practical implications for design professionals: integrating emerging patterns into new media interface design23
Unearthing Iranian mothers’ mediation strategies during their children’s home digital literacy practices in English22
A study on the influencing factors of university students’ online persistent learning supported by intelligent technology in the post-pandemic era: an empirical study with PLS-SEM22
Vocal creativity: analyzing students song making processes in blended learning22
A multilevel regression analysis of computer-mediated communication in synchronous and asynchronous contexts and digital reading achievement in Japanese students22
Enhance affective expression and social reciprocity for children with autism spectrum disorder: using virtual reality headsets at schools22
Transitioning to virtual reality learning in 5E learning model: pedagogical practices for science learning22
Maximising academic achievement in online learning: the role of student-content engagement strategies and profiles22
Modeling the relationship between internet epistemic belief, digital literacy and social media engagement of adult social media users: a practical implication for education22
3D desktop virtual reality as a facilitator of the learning quality and of strengthening students’ results21
Possibilities of Extended Reality in education21
Perceptions of nursing students on the effect of cooperative learning on academic achievement and learning environment21
Co-design in somewhere: the interpretations of interior design students on future architectural scenarios in metaverse21
Understanding emotions in English language learning in virtual worlds21
Scheduling personalized study plans considering the stress factor21
Exploring factors influencing the intention to use social media and its actual usage in higher education: a conceptual model of effectiveness, effort, communication, self-awareness, social influence, 20
Virtual-assessment performance hampered by slow adaptation to tech environment20
Promoting young learners’ computational thinking with AI-based robots and the ICAP model in blended learning contexts20
Exploring factors affecting the preservice mathematics teachers’ use of digital mathematics learning media during online teaching practice20
Influence of ASSURE model in enhancing educational technology20
Exploring the role of high school students’ internet use on their internet self-efficacy: a structural equation model20
Putting the pieces together: comparing the effect of jigsaw cooperative learning and lecture on public health students’ knowledge, performance, and satisfaction20
A systematic review of VR/AR applications in vocational education: models, affects, and performances20
Effects of incorporating a two-tier assessment-based guiding mechanism into contextual games on students’ learning achievement and behaviors in horticultural education19
Enhancing the prediction of student performance based on the machine learning XGBoost algorithm19
The mediating effect of sequencing and fading on the relationship between e-learning personalization and germane load19
Incorporating social responsibility into translator training through situated learning in translation projects: making room for a sustainable learning environment19
Teaching cooperative learning through cooperative learning environment: a qualitative follow-up of an experimental study19
PBL-based VR course for preservice teachers’ designing skills in applied university under coronavirus18
An emotion analysis dataset of course comment texts in massive online learning course platforms18
Assessment of digital skills of university MOOC instructors: a systematic quantitative study of multidimensional indicators18
Examining learning outcomes and engagement in online peer assessment: the impact of social network prestige among teacher-learners18
Exploring the relationship of elementary school teachers’ virtual community participation on classroom management by using knowledge sharing as a mediating effect18
Utilizing clickstream data to reveal the time management of self-regulated learning in a higher education online learning environment18
Correction18
The operating room as a clinical learning environment in the views of nursing students: A qualitative research18
Exploring learning game core dynamics for engagement: a 2-year cross-case comparison of geography undergraduates’ perceptions of Biomes Rescue , a platformer game17
The effect of fragmented learning ability on college students’ online learning satisfaction: exploring the mediating role of affective, behavioral, and cognitive engagement17
Understanding the perceived pedagogical value ofJazzQuizin interactive hybrid learning among university students: a technology acceptance analysis17
ChatGPT addiction predicted by openness to using new technology and self-efficacy, and reflected in continuous intention17
Predicting programming performance by using process behavior in a block-based programming environment17
Examining motivational factors influencing self-explanation quality and mathematics achievement in online learning for junior high students17
An educational mobile augmented reality system to enhance undergraduate performance and motivation in design theory courses17
A qualitative study of students’ lived experience and perceptions of using ChatGPT: immediacy, equity and integrity17
Applying Augmented reality to enhance physics laboratory experience: does learning anxiety matter?17
Knowledge diffusion and convergence in open learning environments as a social contagion16
Using a holographic application in learning medical terminology for English as a foreign language students16
Teaching the CLIL technology to rising IT teachers16
Comparative analysis of master and doctoral postgraduate training process in global mining institutions16
Concept mapping in computer-supported learning environments: a bibliometric analysis16
The tensions of student engagement with technology16
An argumentation experience regarding concepts of calculus with ChatGPT16
The effect of 3D-stereogram mobile AR on engineering drawing course outcomes among first-year vocational high schoolers with different spatial abilities: a Bloom’s taxonomy perspective16
Effects of sentiment discreteness on MOOCs’ disconfirmation: text analytics in online reviews16
The effect of mobile image recognition-based augmented reality application on students’ acquisition of science processing skills and motivations to learn science16
An e-learning “process-situation-result” network under off-line teaching and on-line teaching16
Using digital web forms as a tool for interactive stories to promote second language reading16
A systematic review of mobile-assisted oral communication development from selected papers published between 2010 and 201916
Serious games to assess university students’ soft skills: investigating the effectiveness of a gamified assessment prototype15
A scoping review of embodied conversational agents in education: trends and innovations from 2014 to 202415
Exploring the mechanisms of data-supported reflective assessment for pre-service teachers’ knowledge building15
Using an onomatopoeic tool in usability test with blind people15
Unlocking the power of robots: enhancing computational thinking through innovative teaching methods15
The benefits and drawbacks of adopting mobile learning as perceived by junior high school teachers in Taiwan15
The mutual influence of an instructor’s eye gaze and facial expression in video lectures15
Statement of Retraction: Meta-analyses of effects of augmented reality on educational outcomes over a decade Interactive Learning Environments15
Video-based instruction for individuals with learning disabilities: a systematic review and meta-analysis15
Research on the sustainable development of new media physical teaching: big data analysis of the relevance of language expression ability15
Ease over effort: achieving consistent learning outcomes through a more relaxed approach in immersive virtual reality for hands-on education15
Converting a conventional flipped class into a synchronous online flipped class during COVID-19: university students’ self-regulation skills and anxiety14
Self-regulated learner profiles in MOOCs: A cluster analysis based on the item response theory14
Unlocking the potential of GPT-3 in education: opportunities, limitations, and recommendations for effective integration14
How does the type of online peer feedback influence feedback quality, argumentative essay writing quality, and domain-specific learning?14
Understanding the impact of online teaching on students’ learning and performance: a post-pandemic analysis14
Interactive learning: harnessing technology to alleviate foreign language anxiety in foreign literature education14
Automatically exploring learning experience, interaction pattern, challenge-skill balance, and their relationships in online learning14
Multi-level students’ sense of community development in hybrid and online learning environments at higher educational institutions: a systematic literature review14
Experiential and inquiry-based learning approaches; correlated exploration on usage in selected secondary schools in Bugiri District, Eastern Uganda14
Investigating the relationships among peer moderation, cognitive engagement, and learning achievement in online discussion forums14
Effects of technology application on museum learning: a meta-analysis of 42 studies published between 2011 and 202114
Information economics of teaching: a transactional perspective on pedagogical reasoning to provide a typology of pedagogical equilibrium14
Assessing reading comprehension in CET-4: a cross-sectional case study13
Potential effects of a role-playing digital gaming learning system on the learning performance and motivation in a humanities course13
Global teaching style adaptations and curriculum adjustments for school students during COVID-1913
A systematic literature review of serious games teaching sign language13
Structural relationship of academic self-efficacy, mobile learning readiness, and academic performance among graduate students: a mediation study13
Enhancing learning outcomes through interest cluster analysis in interactive learning environment13
The transactional distance in the space of the distance learning under post-pandemic: a case study of a middle school in Northern Taiwan using gather to build an online puzzle-solving activity13
E-service-learning is equally effective as traditional service-learning in enhancing student developmental outcomes13
Conceptualizing the Edu-Metaverse ecosystem based on an analysis of the Edu-Metaverse development in China13
Creating a DGBL integrating ARCS motivation theory with animation, narrative story, fun, and usability to enhance learning motivation and effectiveness13
Book review: teacher learning in the digital age: online professional development in STEM education13
Teaching and mobile learning: interactive educational design13
Research on the architecture and practice of inquiry learning model integrated with digital twin13
Advancements and research topics of museum-based mobile learning: a review of journal publications from 2008 to 201913
The effectiveness of a VR-based mobile learning system for university students to learn geological knowledge12
Evaluation and developmental suggestions on undergraduates’ computational thinking: a theoretical framework guided by Marzano’s new taxonomy12
Personalized learning supported by learning analytics: a systematic review of functions, pathways, and educational outcomes12
The role of learners’ characteristics in educational gamification systems: a systematic meta-review of the literature12
Human–computer pragmatics trialled: some (im)polite interactions with ChatGPT 4.0 and the ensuing implications12
Neuroimaging tools in multimedia learning: a systematic review12
Automated feedback complements online dialogic peer feedback: fostering L2 writers’ feedback quality and self-regulatory writing strategy use12
Personal learning environment toward lifelong learning: an ontology-driven conceptual model11
English learning enhanced by collaborative contextual drama in an authentic context11
Integrating a dialog system with an intelligent tutoring system for a 3D virtual laboratory11
Learners’ positive and negative emotion, various cognitive processing, and cognitive effectiveness and efficiency in situated task-centered digital game-based learning with different scaffolds11
Social family, parental involvement and intentions: predicting the technology acceptance and interest students learning online11
Transactional distance perceptions, student engagement, and course satisfaction in flipped learning: a correlational study11
Understanding factors influencing ESL student teachers’ adoption of classroom response systems: an integration of TAM and AOI theory11
Relationship between the use of ChatGPT for academic purposes and plagiarism: the influence of student-related variables on cheating behavior.11
Longitudinal reading outcome and cognitive load in individual- and collaboration-based environments11
Power of nonverbal behavior in online business negotiations: understanding trust, honesty, satisfaction, and beyond11
Effect of multimedia on student performance: the case of Chinese musical classes11
The effect of after-school extracurricular robotic classes on elementary students’ computational thinking11
An improved constrained learning path adaptation problem based on genetic algorithm11
A systematic review of SVVR in language education in terms of the ADDIE model11
A two-phase systematic literature review on the use of serious games for sustainable environmental education11
Commenting on learning Korean on TikTok and YouTube11
The community of inquiry, shared metacognition, and student engagement in online learning: a systematic review11
Impact of a metaverse experience based on peer-facilitated learning on the sustainable education of university students11
Modeling temporal cognitive topic to uncover learners’ concerns under different cognitive engagement patterns11
Analyzing interaction patterns and content dynamics in an online mathematics discussion board11
Interactive augmented reality application using animal flashcards for education of children10
Comparison of the effects of 1:1 and 1:m CSCL environments with virtual manipulatives for scientific inquiry-based learning: a counterbalanced quasi-experimental study10
An empirical framework for developing and evaluating a Virtual Assembly Training System in learning factories10
Determinants of Generative Artificial Intelligence (GenAI) adoption among university students and its impact on academic performance: the mediating role of trust in technology10
The six factors model for successful implementation of IVR in higher education10
The history of rural education in China using technology flipped classroom at the university: a case study for developing countries10
Online engagement of students: investigating the drivers of online teaching competencies and innovative teaching10
Teacher's view of the educational relationship between teenagers and smartphones in Spain10
Establishing a Nonlinear Dynamic Individual-Centered Language Assessment model: a dynamic systems theory approach10
Undergraduate student's perception of using video conferencing tools under lockdown amidst COVID-19 pandemic in Ghana10
A virtual reality-based collaborative argument mapping approach in the EFL classroom10
Acceptance of e-learning technology by government school teachers: application of extended technology acceptance model10
Cultivating self-directed learning abilities in K-12 students through immersive online virtual tours10
The effect of educational mobile games on learning performance: a meta-analysis and research synthesis10
The guts of assessment: a digital architecture for machine learning and analogue judgement10
Profiling digital nativeness of pre-service teachers: validity evidence for the Vietnamese Digital Natives Assessment Scale (V-DNAS)10
Consistency in the formation of culture-general competencies of economics students in the blended learning environment10
Building a self-evolving iMonsters board game for cyber-security education10
Current stance on predictive analytics in higher education: opportunities, challenges and future directions10
Modeling learning behaviors and predicting performance in an intelligent tutoring system: a two-layer hidden Markov modeling approach9
Correction9
A K-6 computational thinking curricular framework: pedagogical implications for teaching practice9
Impacts of the interactive error prompt system on disadvantaged students’ programming learning9
Exploring learners’ attitudes towards meme consumption and their implications for classroom use9
Teacher-student relationship quality, school psychological capital, and academic engagement in Chinese EFL learning context: a mediation analysis9
Using students’ cognitive, affective, and demographic characteristics to predict their understanding of computational thinking concepts: a machine learning-based approach9
Team-based learning with group awareness: impact on students with different self-regulated learning levels9
Exploring the attitude and use of GenAI-image among art and design college students based on TAM and SDT9
What increases learning retention: employing the prediction-observation-explanation learning strategy in digital game-based learning9
Examining the implementation of academic vocabulary, lexical density, and speech rate features on OpenCourseWare and MOOC lectures9
Is social interaction a catalyst for digital environments? Exploring affordances of synchronous delivery in online CLIL9
Interactive environment for music education: developing certain thinking skills in a mobile or static interactive environment9
Interaction between students and artificial intelligence in the context of creative potential development9
Using virtual reality to enhance students’ chorus conducting performance9
How does the music that students listen to affect their level of musical literacy? Comparative analysis of Chinese students’ musical literacy formed with modern online technologies in the context of m9
EXPLODE – a new model of exploratory learning environment for neural networks to improve learning outcomes9
Evaluating the effectiveness of Virtual Reality (VR) technology in safety management and educational training: an empirical study on the application and feasibility of digital training systems9
Learning interpreting in virtual reality: a scoping review9
Effectiveness of a gamified learning analytics dashboard with coregulation mechanism for self-regulated learning in college ethics courses9
A sibling interaction analysis dataset (SIBD): a scenario of screen-free programmable robotics in Chinese households9
The opportunities and challenges of ChatGPT in education9
Does gender-stereotyped gamification increase negative thinking? Results from an experimental study with logic tutoring systems9
Augmented reality in preschool settings: a cross-sectional study on adoption dynamics among educators9
How collaboration influences the effect of note-taking on writing performance and recall of contents9
Leading dissemination of digital, science-based innovation in school – a case study8
The student as a prosumer of educational audio–visual resources: a higher education hybrid learning experience8
How big data applications and digital learning change students’ sustainable behaviours – the moderating roles of hard and soft skills8
A meta-synthesis study in interactive learning environments: digital games in health education8
Qualitative social media content analysis as teaching-learning method in higher education8
The journey of challenges and triumphs: a systematic literature review of the dynamic evolution of human-centered artificial intelligence in education8
ML-Quest : a game for introducing machine learning concepts to K-12 students8
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