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 2021-03-01 to 2025-03-01.)
ArticleCitations
Student science teachers’ research self-efficacy: does it develop in a flipped course and predict achievement?210
The guts of assessment: a digital architecture for machine learning and analogue judgement193
The trade-off between complexity and accuracy. Preparing for computer-based adaptive instruction on fractions148
The influencing factors of interaction and perceived value of cMOOC learners137
Strategies for enhancing online flipped learning: a systematic review of empirical studies during the COVID-19 pandemic129
Investigating anxiety and acceptance of students and parents toward authentic contextual learning with a mobile app under the COVID-19128
How much is a “feedback” worth? User engagement and interaction for computer-supported adaptive quizzing120
Effects of instructional factors on students’ acceptance of and participation in flipped language learning114
The equalizing effect of teacher dashboards on feedback in K-12 classrooms100
Effectiveness of keyboard-based English vocabulary practice application on vocational school students87
Uncovering the effect of classroom climates on learning experience and performance in a virtual environment72
Touring in the time of COVID-19: digital maps and the virtual teaching of Palestinian travel writing61
Knowledge map construction based on association rule mining extending with interaction frequencies and knowledge tracking for rules cleaning60
Implementation effect of integrating cooperative inquiry into blended learning: analysis of students’ goal setting, task value, and well-being47
Consistency in the formation of culture-general competencies of economics students in the blended learning environment47
Teacher-student relationship quality, school psychological capital, and academic engagement in Chinese EFL learning context: a mediation analysis46
Data mining in education: managing digital content with social media analytics in medical education44
Enhancing perspective-taking and empathy in children with autism spectrum disorder through asymmetric VR games and peer collaboration42
Using mobile technology acceptance model to explore the satisfaction and continuous use of live streaming for training42
Regional contextualization of culturally responsive online distance pedagogy (CRODP) among Southeast Asia higher educators42
A usability study on Yamashita’s treasure: a game-based instructional material in teaching Philippine history41
How virtual learning community influences student satisfaction41
Developing learning technology as inclusive practice40
Understanding Chinese secondary school students’ perceptions of mobile-assisted language learning39
Exploring maternal perceptions of critical digital engagement practices in Iranian children38
Factors influencing the adoption of virtual reality (VR) technology among parents of individuals with ASD37
EW-KNN: evaluating information technology courses in high school with a non-parametric cognitive diagnosis method34
Developing students’ creative thinking using innovative education technologies32
Concepts, affordances, and theoretical frameworks of mixed reality enhanced language learning32
Looking past seeing present: teaching historical empathy skills via augmented reality32
Data pipelines for educational data mining in distance education31
How does gamification affect learning effectiveness? The mediating roles of engagement, satisfaction, and intrinsic motivation31
Longitudinal reading outcome and cognitive load in individual- and collaboration-based environments31
Exploring learners’ attitudes towards meme consumption and their implications for classroom use31
Exploring dissonance in the use of (lecture) capture technologies: institutional approaches and the realities of student engagement30
The influences of academic emotion and prior knowledge in the context of online tests29
Augmented reality for skill training from TVET instructors’ perspective29
Scratch-based learning objects for novice programmers: exploring quality aspects and perceptions for primary education27
Students perceptions of an extensive blended learning implementation: the effects of instructional design and interaction27
Educational chatbot development informed by clinical simulations27
Power of nonverbal behavior in online business negotiations: understanding trust, honesty, satisfaction, and beyond27
Understanding the complexity and dynamics of web-based pre-class peer discussions experienced by L2 readers: a qualitative case study27
Multimodal interaction in virtual reality supported education: a systematic review26
Proposing a conceptual model for the adoption of artificial intelligence by teachers in STEM education25
Robots facilitate self-talk: effects on ownership, self-efficacy, and learning performance25
Social family, parental involvement and intentions: predicting the technology acceptance and interest students learning online24
Architecture students’ peer learning in informal situations by lens of the community of practice – one case study24
Building a self-evolving iMonsters board game for cyber-security education24
How to improve drivers’ hazard perception ability? an interactive training method based on VR technology and the Unity 3D Platform24
Virtual reality in geoeducation: the case of the Lesvos Geopark24
Comparison of the effects of 1:1 and 1:m CSCL environments with virtual manipulatives for scientific inquiry-based learning: a counterbalanced quasi-experimental study23
The problem-based approach in online music education: how to teach students to control singing with piano accompaniment?23
An empirical framework for developing and evaluating a Virtual Assembly Training System in learning factories23
Medical students perceptions of virtual learning stations as an innovative teaching tool: a qualitative study22
Еxploring e-learning critical success factors in digitally underdeveloped countries during the first wave of the COVID-1922
Using digital canvas to facilitate student questioning in large lecture classes: a mixed-methods study22
Perception of using e-learning platforms in the scope of the technology acceptance model (TAM): a scale development study21
Undergraduates’ perceptions and attitudes towards online learning at Jordanian universities during COVID-1921
Effect of multimedia on student performance: the case of Chinese musical classes21
Intelligent systems and learning data analytics in online education21
Interactive environment for music education: developing certain thinking skills in a mobile or static interactive environment20
The importance of developing creative thinking in the preparation of music education professionals in universities20
Personal learning environment toward lifelong learning: an ontology-driven conceptual model20
Utilizing Simtronics SPM 700 distillation in engineering unit operation laboratory20
A systematic review of intelligent grouping in collaborative learning19
From anxiety to action: exploring the impact of artificial intelligence anxiety and artificial intelligence self-efficacy on motivated learning of undergraduate students19
English learning enhanced by collaborative contextual drama in an authentic context19
Online engagement of students: investigating the drivers of online teaching competencies and innovative teaching19
Insights into usability, academic outcomes, and emotional responses in an AR-Interactive learning environment19
Embedding questions in MOOC videos: features, models, and practical issues19
Let’s play together: ways of parent–child digital co-play for learning19
Cultivating self-directed learning abilities in K-12 students through immersive online virtual tours18
The effect of educational mobile games on learning performance: a meta-analysis and research synthesis18
Personalised gamification enhances student participation but produces mixed effects on emotional and cognitive engagements: a systematic review18
The CRAFTS learning framework: equipping learners to create relevant, accessible, fun, tailored and scholarly activities in higher education18
Effectiveness of a gamified learning analytics dashboard with coregulation mechanism for self-regulated learning in college ethics courses18
Using game-based learning to teach young people about privacy and online safety18
An interactive technological solution to foster preservice teachers’ theoretical knowledge and instructional design skills: a chatbot-based 5E learning approach18
The effectiveness of special apps for online piano lessons17
A sibling interaction analysis dataset (SIBD): a scenario of screen-free programmable robotics in Chinese households17
An analysis of Metaverse literacy and college teachers’ need for learning: the need for a cognition perspective17
Unlocking the digital world: empowering seniors via lifelong learning through digital technology17
Learning from the quantified self17
Educational games promote the development of students’ computational thinking: a meta-analytic review17
Current stance on predictive analytics in higher education: opportunities, challenges and future directions17
Dissemination of agricultural knowledge using a collaborative multidisciplinary co-creation platform: a case study17
Systematic review and meta-analysis of the impact of virtual experiments on students’ learning effectiveness17
Integrating a dialog system with an intelligent tutoring system for a 3D virtual laboratory17
Digitalization of physical education and its impact on academic performance among secondary school students in Aktobe and Orenburg17
Augmenting student engagement through the use of social media: the role of knowledge sharing behaviour and knowledge sharing self-efficacy17
Who will work together? Factors influencing autonomic group formation in an open learning environment17
Webcams and technostress: the complicated web of amplified online learning, webcam use, and technostress during COVID 1916
Unveiling the link between test anxiety, online engagement, and academic achievement: insights from LMS interaction data16
Teacher's view of the educational relationship between teenagers and smartphones in Spain16
English medium instruction as a local practice: language, culture, and pedagogy16
The influence of virtual technologies on motivation and engagement: a comparative analysis of male and female students16
“Micro World – Exploring the Microbial Kingdom”: design and testing of a microbial VR science product16
Is social interaction a catalyst for digital environments? Exploring affordances of synchronous delivery in online CLIL16
Learners’ positive and negative emotion, various cognitive processing, and cognitive effectiveness and efficiency in situated task-centered digital game-based learning with different scaffolds16
Social interaction ties drive students participate in flipped civic education continuously15
Dynamics of cMOOC learner interactions in different social media: a longitudinal network analysis15
Designing and evaluating a mobile peer tutoring application: a cultural historical activity theory approach15
Effects of the visual analytics of peer feedback on teachers’ TPACK development in a lesson study15
Invented models – relating students’ constructions of computational models to their learning gains15
Developing a collaborative writing system with visualization interaction network analysis to facilitate online learning performance14
A concept mapping-based self-regulated learning approach to promoting students’ learning achievement and self-regulation in STEM activities14
Understanding students’ backtracking behaviors in digital textbooks: a data-driven perspective14
Understanding students’ participation of intelligent teaching: an empirical study considering artificial intelligence usefulness, interactive reward, satisfaction, university support and enjoyment14
What participation types of learners are there in connectivist learning: an analysis of a cMOOC from the dual perspectives of social network and concept network characteristics14
A literature review on self-regulated learning and personal learning environments: features of a close relationship14
Who will participate in online collaborative problem solving? A longitudinal network analysis14
Gamification of digital art: promoting speculative design and interactive experience14
The effect of gender composition and pedagogical approach on major and non-major undergraduates biology students’ achievement14
The impact of cMOOC learners’ interaction on content production14
Exploring the effects of using various designs of game-based materials on music learning13
Measuring collaborative problem solving: research agenda and assessment instrument13
A virtual reality-based collaborative argument mapping approach in the EFL classroom13
AI-facilitated reflective practice in physical education: an auto-assessment and feedback approach13
Commenting on learning Korean on TikTok and YouTube13
Applying a wearable MR-based mobile learning system on museum learning activities for university students13
Exploring prompt pattern for generative artificial intelligence in automatic question generation13
Visualization of education blockchain data: trends and challenges13
Psychological factors influencing successful music learning using deep learning technologies13
How peer feedback with regulation scripts contributes to the development of critical thinking in dialogues: strengthening cognitive and affective feedback content13
Exploring the relationship between teacher talk supports and student engagement from the perspective of students’ perceived care13
Combination of flipped learning format and virtual simulation to enhance emergency response ability for newly registered nurses: a quasi-experimental design13
Learning by designing or learning by playing? A comparative study of the effects of game-based learning on learning motivation and on short-term and long-term conversational gains13
Task motivation enhances creative performance in online groups, but not interpersonal interaction13
The effectiveness of VR environment on primary and secondary school students’ learning performance in science courses13
From engagement to performance: the role of effort regulation in higher education online learning13
Effectiveness of synchronous and asynchronous online learning: a meta-analysis13
Improving students’ creativity in familiar versus unfamiliar mobile-assisted language learning environments12
Factors influencing EFL teachers’ implementation of SPOC-based blended learning in higher vocational colleges in China: A study based on grounded theory12
Investigating the potential adverse effects of virtual reality-based learning system usage: from UTAUT2 and PPVITU perspectives12
Comparing technology acceptance of AR-based and 3D map-based mobile library applications: a multigroup SEM analysis12
Design strategies to integrate creative learning in elementary school curricula through computer programming activities12
Investigation of learners’ behavioral intentions to use metaverse learning environment in higher education: a virtual computer laboratory12
A mandatory contribution-based collaborative gaming approach to enhancing students’ collaborative learning outcomes in Science museums12
Systematics review on artificial intelligence chatbots and ChatGPT for language learning and research from self-determination theory (SDT): what are the roles of teachers?12
Artificial intelligence (AI) literacy education in secondary schools: a review12
The opportunities and challenges of ChatGPT in education12
Primary students’ online homework completion and learning achievement12
The effect of after-school extracurricular robotic classes on elementary students’ computational thinking12
Pedagogical agents in learning videos: Which one is best for children?12
Digital creativity in STEM education: the impact of digital tools and pedagogical learning models on the students’ creative thinking skills development11
The synergy of generative AI and inquiry-based learning: transforming the landscape of English teaching and learning11
BIM associated with virtual and augmented reality resources in an educational context: a systematic literature review11
Undergraduate student's perception of using video conferencing tools under lockdown amidst COVID-19 pandemic in Ghana11
A meta-thematic analysis of using technology-mediated gamification tools in the learning process11
ChatGPT-facilitated professional development: evidence from professional trainers’ learning achievements, self-worth, and self-confidence11
Comparing learning persistence and engagement in asynchronous and synchronous online learning, the role of autonomous academic motivation and time management11
Iranian EFL students’ perception of willingness to communicate in an extramural digital context11
Effect of integrating gamified teaching activities on learning emotions of design students with different learning styles11
Metaverse VR technologies in contemporary Chinese music education11
The six factors model for successful implementation of IVR in higher education11
Roles, applications, and research designs of robots in science education: a systematic review and bibliometric analysis of journal publications from 1996 to 202011
Effects of an article-structure strategy-based spherical video-based virtual reality approach on EFL learners’ English reading comprehension and learning conceptions10
Efficiency of blended learning of calculus content during the Covid19 crisis10
Using virtual reality to enhance students’ chorus conducting performance10
Feasibility of preschool’s parent–teacher communication using a mobile app: an action research in a remote fishing village10
User-generated microgames for facilitating learning in various scenarios: perspectives and preferences for elementary school teachers10
Proposing a task-oriented chatbot system for EFL learners speaking practice10
Individuals in a group: exploring engagement patterns via within-group configurations of role profiles and their impact on performance in collaborative problem solving10
The gamer psychology: a psychological perspective on game design and gamification10
Analysis and comparison of learners’ epistemic networks based on interaction content in connectivist learning10
Profiling digital nativeness of pre-service teachers: validity evidence for the Vietnamese Digital Natives Assessment Scale (V-DNAS)10
Project-based learning and its effectiveness: evidence from Slovakia10
Acceptance of e-learning technology by government school teachers: application of extended technology acceptance model10
Establishing a Nonlinear Dynamic Individual-Centered Language Assessment model: a dynamic systems theory approach10
Correction10
How does perceived value of gamification improve online learning effectiveness? The role of flow state10
A systematic review of studies of parental involvement in computational thinking education10
A systematic review of media multitasking in educational contexts: trends, gaps, and antecedents10
Effect of repeated standardized patient simulations on family planning education skills of nursing students9
A comprehensive player types model: player head9
Editorial9
Profiling high school students’ multimodal posting in a digital literacy SPOC and examining teachers’ and students’ perceptions9
Interactive learning environments: all is change – as usual9
Distinctive mobile learning: where it is different and how it can make a difference9
Technology education in early childhood education: a systematic review9
Communication barriers in the EFL classroom: is poor listening the culprit that obstructs learning?9
An empirical study on the influencing factors of learning resource sharing in teacher learning cyberspace9
Nursing students’ experiences of operating room practice conducted through distance education within the scope of social cognitive career theory during the COVID-19 pandemic: A phenomenological qualit9
Interface and interaction design for an online, asynchronous peer instruction tool9
Investigating learning efficiency and mental efficiency in a personalized role-playing-game environment9
Towards design science methodology for developing mobile learning applications9
Academic rigour versus rapid publication9
University membership through immersive virtual environments and a sense of belongingness9
The changing landscape of mobile learning pedagogy: A systematic literature review9
Impacts of the interactive error prompt system on disadvantaged students’ programming learning9
Teachers’ professional growth on SCT strategies: Mwalimu hub MOOC analytics9
E-learning as a mediating tool to support interactive professional learning of teacher educators8
Digital school or online game? Factors determining 3D virtual worlds in language classrooms for pre-service teachers8
Exploring self-regulated learning and achievement goal orientation in Generation Z through “Study with Me”8
Diagnostic classification modeling of EFL learners’ online learning performances during COVID-19 pandemic: individual vs. interactive learning8
Modern technology-enabled approaches in preschool music education8
Digital peer feedback on visual ideas: a study of eighth-grade students in visual art8
The perspectives of teaching electroacoustic music in the digital environment in higher music education8
How performing several task segments simultaneously affects cognitive flexibility training in an assembly task8
A meta-analysis of the effect of virtual reality technology use in education8
The effect of online project-based learning on metacognitive awareness of middle school students8
A futuristic design vision of tangible user interfaces on enhancing Montessori8
Identifying student motivations for webcam use in online courses8
Design and application of computational modeling in science education research: a systematic review8
Effect of the use of augmented reality applications on academic achievement of student in science education: meta analysis review8
Humanistic learning elements in a blended learning environment: a study in an EFL teaching context8
Effect of different grouping arrangements on students’ achievement and experience in collaborative learning environment8
Adopting social media for learning among university students: a developing country perspective8
The entity belief of concentration ability predicts cognitive load, failure-attribution, and flow experience when using a virtual reality device7
Orchestration of learning environments in the digital world7
Effects of a self-regulated-based gamified virtual reality system on students’ English learning performance and affection7
The effectiveness of artificial intelligence on learning achievement and learning perception: A meta-analysis7
Exemplary online education: for whom online learning can work better7
Leading dissemination of digital, science-based innovation in school – a case study7
Undergraduates’ process safety knowledge development with virtual reality game7
Effects of developing prompt scaffolding to support collaborative scientific argumentation in simulation-based physics learning7
Facial expressions capturing emotional engagement while learning with desktop VR: the impact of emotional regulation and personality traits7
Using a linked data-based knowledge navigation system to improve teaching effectiveness7
Multidimensional analysis of art education teachers’ attitudes and self-efficacy toward artificial intelligence: exploring relationships and strategies for enhancement7
Comparative analysis of the distance learning implementation in Ukrainian system of higher education during the COVID-19 pandemic and martial law7
Comprehending the influence of brain games mode over playfulness and playability metrics: a fused exploratory research of players’ experience7
ML-Quest : a game for introducing machine learning concepts to K-12 students7
Affordances and challenges of technology-assisted language learning for motivation: A systematic review7
Exploring dynamics of emotional reactions in online collaboration of communities of learners and their relations with learning outcomes7
The effectiveness of enhanced interaction features in educational videos: a meta-analysis7
To review or not to review: that is the question7
Analyzing online and offline mixed teaching model for university students during and after COVID-197
The effects of group awareness tools on student engagement with peer feedback in online collaborative writing environments7
Use of network technologies in teaching football tactics: cooperation, engagement, creativity7
Digital competence and its components in basic education7
Working with Generative AI to support interactive learning and teaching: reflections from the European Distance and E-Learning Conference in 20247
Exploring the optimal learning moments in a university-level chemistry course7
Investigating students’ satisfaction in online learning: the role of students’ interaction and engagement in universities7
Mobile learning and humanistic education: a science mapping approach7
The use of online vocal training programs as a means to develop creative thinking and vocal prowess7
Understanding self-regulation, achievement emotions, and mindset of undergraduates in emergency remote teaching: a latent profile analysis7
Educational process in E-learning activity for elderly people: a systematic review7
Creating a virtual “third space” in a telecollaborative project to promote English as a Foreign Language (EFL) learners’ language proficiency and intercultural awareness6
Learning interpreting in virtual reality: a scoping review6
Understanding teachers’ willingness to use artificial intelligence-based teaching analysis system: extending TAM model with teaching efficacy, goal orientation, anxiety, and trust6
Academic stress detection based on multisource data: a systematic review from 2012 to 20246
Exploring the application scenarios and issues facing Metaverse technology in education6
Reliable and efficient automated short-answer scoring for a large dataset using active learning and deep learning6
Impact of a gamified application on reading comprehension and attitude of Swahili among young learners in Kenya6
Gender representation in EFL textbooks used in state schools in Northern Iraq and teachers’ perceptions of gender role stereotypes6
Ubiquitous learning: the effect of LingAR application on EFL learners’ language achievement and the realization of their motivation towards mobile learning6
Threading through the needle of digital education in Sub-Saharan Africa: understanding the concerns of university lecturers6
Online lab design for aviation engineering students in higher education: a pilot study6
Collaborative digital game design and play to facilitate college students’ creativity development6
Virtual reality scenarios to reduce stress of assessment in university students: gender perspective guidelines6
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