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 2021-10-01 to 2025-10-01.)
ArticleCitations
EW-KNN: evaluating information technology courses in high school with a non-parametric cognitive diagnosis method376
The gamer psychology: a psychological perspective on game design and gamification340
The CRAFTS learning framework: equipping learners to create relevant, accessible, fun, tailored and scholarly activities in higher education293
How much is a “feedback” worth? User engagement and interaction for computer-supported adaptive quizzing261
The problem-based approach in online music education: how to teach students to control singing with piano accompaniment?201
How to improve drivers’ hazard perception ability? an interactive training method based on VR technology and the Unity 3D Platform168
Robots facilitate self-talk: effects on ownership, self-efficacy, and learning performance130
Using mobile technology acceptance model to explore the satisfaction and continuous use of live streaming for training119
Implementation effect of integrating cooperative inquiry into blended learning: analysis of students’ goal setting, task value, and well-being108
Improving students’ creativity in familiar versus unfamiliar mobile-assisted language learning environments83
Efficiency of blended learning of calculus content during the Covid19 crisis83
The effectiveness of VR environment on primary and secondary school students’ learning performance in science courses77
A meta-analysis of the impact of virtual experiments on students’ development76
Individuals in a group: exploring engagement patterns via within-group configurations of role profiles and their impact on performance in collaborative problem solving75
Digital interdisciplinary training methods: Web and VR-assisted incorporation of dance, piano and erhu into integrated arts education69
Exploring maternal perceptions of critical digital engagement practices in Iranian children69
BIM associated with virtual and augmented reality resources in an educational context: a systematic literature review65
Unlocking the digital world: empowering seniors via lifelong learning through digital technology63
Using digital canvas to facilitate student questioning in large lecture classes: a mixed-methods study63
AI-facilitated reflective practice in physical education: an auto-assessment and feedback approach59
How peer feedback with regulation scripts contributes to the development of critical thinking in dialogues: strengthening cognitive and affective feedback content59
Task motivation enhances creative performance in online groups, but not interpersonal interaction53
Strategies for enhancing online flipped learning: a systematic review of empirical studies during the COVID-19 pandemic52
Enhancing perspective-taking and empathy in children with autism spectrum disorder through asymmetric VR games and peer collaboration51
Effects of an article-structure strategy-based spherical video-based virtual reality approach on EFL learners’ English reading comprehension and learning conceptions48
A meta-thematic analysis of using technology-mediated gamification tools in the learning process47
Personalised gamification enhances student participation but produces mixed effects on emotional and cognitive engagements: a systematic review47
Using game-based learning to teach young people about privacy and online safety45
Orchestration of learning environments in the digital world44
Understanding emotions in English Language learning in virtual worlds44
Modern technology-enabled approaches in preschool music education43
Cameras on or off during online synchronous courses? That is the question: an analysis of university faculty caring intelligence43
Digital citizenship education: an in-depth study of teaching practices and research insights39
Child–robot interaction: designing robot mediation to facilitate friendship behaviors39
Examining correlation between online readiness and content-type preferences of adult learners in an online learning environment39
Exploring dynamics of emotional reactions in online collaboration of communities of learners and their relations with learning outcomes38
Collaborative digital game design and play to facilitate college students’ creativity development37
From empathy to quality long-term care: a generative AI-based art therapy approach based on the self-directed learning model36
Comparative analysis of the distance learning implementation in Ukrainian system of higher education during the COVID-19 pandemic and martial law35
How does adaptive gamification impact different types of student motivation over time?35
Virtual reality learning environments: using high-fidelity avatars to enhance distance learning experience35
Investigating cognitive engagement patterns in online collaborative learning: a temporal learning analytic study35
Research on the correlativity between individual status in social network and corresponding concept network characteristics in a cMOOC34
Using learning analytics to understand the learning design patterns of K12 synchronous language teaching34
Understanding self-regulation, achievement emotions, and mindset of undergraduates in emergency remote teaching: a latent profile analysis34
Multimodal video projects as a catalyst for language proficiency, problem-solving, and creativity33
A futuristic design vision of tangible user interfaces on enhancing Montessori33
Digital school or online game? Factors determining 3D virtual worlds in language classrooms for pre-service teachers33
Educational process in E-learning activity for elderly people: a systematic review32
Diagnostic classification modeling of EFL learners’ online learning performances during COVID-19 pandemic: individual vs. interactive learning32
Determinants associated with an effective online learning system of a teachers’ training college in Awi Zone, Ethiopia during the COVID-19 pandemic32
Identifying student motivations for webcam use in online courses32
Influence of achievement goal on technology use among undergraduates in Malaysia30
Adopting social media for learning among university students: a developing country perspective30
Academic stress detection based on multisource data: a systematic review from 2012 to 202430
Harnessing the wisdom of YouTube: how self-directed learners achieve personalized learning through technological affordances30
Working on a digital research-based collaborative project in higher education: students’ perspectives on benefits and challenges30
Preschoolers’ initial planning time on problem-solving performance across task difficulties: insights from intelligent tutoring mobile application log data30
Online lab design for aviation engineering students in higher education: a pilot study29
The impact of metacognitive scaffolding on deep learning in a GenAI-supported learning environment29
Sign language in immersive virtual reality: design, development, and evaluation of a virtual reality learning environment prototype29
Reuse experience and learning in driving simulation systems28
Facial expressions capturing emotional engagement while learning with desktop VR: the impact of emotional regulation and personality traits28
A simple model of smart learning environment28
The effects of goal-based scenarios used for programming education of 5th graders27
Effects of a contextualised reflective mechanism-based augmented reality learning model on students’ scientific inquiry learning performances, behavioural patterns, and higher order thinking27
Technology education in early childhood education: a systematic review27
Evaluating science teachers’ flipped learning readiness: a GETAMEL approach test27
Virtual reality scenarios to reduce stress of assessment in university students: gender perspective guidelines27
Effects of incorporating a two-tier assessment-based guiding mechanism into contextual games on students’ learning achievement and behaviors in horticultural education26
Exploring factors affecting the preservice mathematics teachers’ use of digital mathematics learning media during online teaching practice26
A multilevel regression analysis of computer-mediated communication in synchronous and asynchronous contexts and digital reading achievement in Japanese students26
Scheduling personalized study plans considering the stress factor26
Teaching cooperative learning through cooperative learning environment: a qualitative follow-up of an experimental study26
Understanding emotions in English language learning in virtual worlds26
Experiencing historical events through a VR environment to enhance learning achievement, interest, motivation, and emotional reflections25
Bridging the digital divide: tailoring learning platforms for the elderly based on learning styles and digital skills25
Generative AI (GenAI) in the language classroom: A systematic review25
An intervention framework for developing interactive video lectures based on video clickstream behavior: a quasi-experimental evaluation25
Promoting young learners’ computational thinking with AI-based robots and the ICAP model in blended learning contexts25
Virtual-assessment performance hampered by slow adaptation to tech environment24
Perceptions of nursing students on the effect of cooperative learning on academic achievement and learning environment24
Putting the pieces together: comparing the effect of jigsaw cooperative learning and lecture on public health students’ knowledge, performance, and satisfaction23
Vocal creativity: analyzing students song making processes in blended learning23
Exploring the role of high school students’ internet use on their internet self-efficacy: a structural equation model23
“Learn to Argue” and “Argue to Learn”: meta-analysis of effective instructional design for online scientific argumentation activities23
Co-design in somewhere: the interpretations of interior design students on future architectural scenarios in metaverse23
Modeling the relationship between internet epistemic belief, digital literacy and social media engagement of adult social media users: a practical implication for education23
Practical implications for design professionals: integrating emerging patterns into new media interface design23
Maximising academic achievement in online learning: the role of student-content engagement strategies and profiles23
Incorporating social responsibility into translator training through situated learning in translation projects: making room for a sustainable learning environment23
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, 22
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-SEM21
3D desktop virtual reality as a facilitator of the learning quality and of strengthening students’ results21
Enhance affective expression and social reciprocity for children with autism spectrum disorder: using virtual reality headsets at schools21
Unearthing Iranian mothers’ mediation strategies during their children’s home digital literacy practices in English21
Differentiated instruction in digital video games: STEM teacher candidates using technology to meet learners’ needs21
Towards a model for primary students’ behavioral intention to learn AI: programming ability, AI literacy and ethics as three fundamental pillars21
Applied the augmented reality technology combined with social stories strategies and computational thinking games to improve the social skills of children with ASD21
Does using a 2D avatar-based platform prevent the participation in synchronous classes of autistic students?21
Correction20
A systematic review of VR/AR applications in vocational education: models, affects, and performances20
Transitioning to virtual reality learning in 5E learning model: pedagogical practices for science learning20
Influence of ASSURE model in enhancing educational technology20
Possibilities of Extended Reality in education20
Applying Augmented reality to enhance physics laboratory experience: does learning anxiety matter?19
Understanding the perceived pedagogical value ofJazzQuizin interactive hybrid learning among university students: a technology acceptance analysis19
ChatGPT addiction predicted by openness to using new technology and self-efficacy, and reflected in continuous intention19
Exploring the relationship of elementary school teachers’ virtual community participation on classroom management by using knowledge sharing as a mediating effect19
An argumentation experience regarding concepts of calculus with ChatGPT19
Synergizing AI and collaborative learning: a new approach to Chinese character acquisition in lower elementary education19
Using digital web forms as a tool for interactive stories to promote second language reading19
Quantifying complexity: a comprehensive study of technical fuzziness, team learning, and project performance18
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 perspective18
Comparative analysis of master and doctoral postgraduate training process in global mining institutions18
An emotion analysis dataset of course comment texts in massive online learning course platforms18
Examining motivational factors influencing self-explanation quality and mathematics achievement in online learning for junior high students18
Exploring learning game core dynamics for engagement: a 2-year cross-case comparison of geography undergraduates’ perceptions of Biomes Rescue , a platformer game17
A multi-method study on influencing factors of teachers’ willingness to use generative artificial intelligence17
The operating room as a clinical learning environment in the views of nursing students: A qualitative research17
“ChatGPT is like a study buddy, a teacher and sometimes just a friend”: a longitudinal exploration of students’ interactions, perception and acceptance17
Utilizing clickstream data to reveal the time management of self-regulated learning in a higher education online learning environment17
Examining learning outcomes and engagement in online peer assessment: the impact of social network prestige among teacher-learners17
Assessment of digital skills of university MOOC instructors: a systematic quantitative study of multidimensional indicators17
Effects of sentiment discreteness on MOOCs’ disconfirmation: text analytics in online reviews17
A profile analysis of computer-supported collaborative learning motivation in Chinese higher education: integrating achievement goal and expectancy-value perspectives17
An educational mobile augmented reality system to enhance undergraduate performance and motivation in design theory courses17
Teaching the CLIL technology to rising IT teachers17
The tensions of student engagement with technology16
Predicting programming performance by using process behavior in a block-based programming environment16
Questioning the role of AI as collaborator: a systematic literature review of generative AI-supported knowledge construction16
The effect of fragmented learning ability on college students’ online learning satisfaction: exploring the mediating role of affective, behavioral, and cognitive engagement16
Concept mapping in computer-supported learning environments: a bibliometric analysis16
A qualitative study of students’ lived experience and perceptions of using ChatGPT: immediacy, equity and integrity16
Research on the sustainable development of new media physical teaching: big data analysis of the relevance of language expression ability15
Unlocking the potential of GPT-3 in education: opportunities, limitations, and recommendations for effective integration15
Experiential and inquiry-based learning approaches; correlated exploration on usage in selected secondary schools in Bugiri District, Eastern Uganda15
Exploring the mechanisms of data-supported reflective assessment for pre-service teachers’ knowledge building15
Video-based instruction for individuals with learning disabilities: a systematic review and meta-analysis15
Augmenting experience with technologies: a two-tier experiential augmented reality approach to promoting students’ deep learning and conceptual understanding in a human body program15
Ease over effort: achieving consistent learning outcomes through a more relaxed approach in immersive virtual reality for hands-on education15
A scoping review of embodied conversational agents in education: trends and innovations from 2014 to 202415
Automatically exploring learning experience, interaction pattern, challenge-skill balance, and their relationships in online learning15
Converting a conventional flipped class into a synchronous online flipped class during COVID-19: university students’ self-regulation skills and anxiety15
Using a holographic application in learning medical terminology for English as a foreign language students14
An e-learning “process-situation-result” network under off-line teaching and on-line teaching14
Optimizing personalised recommender systems for teachers’ digital learning models using deep learning algorithms14
The benefits and drawbacks of adopting mobile learning as perceived by junior high school teachers in Taiwan14
Teaching empathy: a comparative analysis of real, virtual, and AI-driven methods14
Self-regulated learner profiles in MOOCs: A cluster analysis based on the item response theory14
Statement of Retraction: Meta-analyses of effects of augmented reality on educational outcomes over a decade Interactive Learning Environments14
Unlocking the power of robots: enhancing computational thinking through innovative teaching methods14
Serious games to assess university students’ soft skills: investigating the effectiveness of a gamified assessment prototype13
Multi-level students’ sense of community development in hybrid and online learning environments at higher educational institutions: a systematic literature review13
Potential effects of a role-playing digital gaming learning system on the learning performance and motivation in a humanities course13
Teaching and mobile learning: interactive educational design13
Relationship between the use of ChatGPT for academic purposes and plagiarism: the influence of student-related variables on cheating behavior.13
Knowledge diffusion and convergence in open learning environments as a social contagion13
How does the type of online peer feedback influence feedback quality, argumentative essay writing quality, and domain-specific learning?13
Investigating the relationships among peer moderation, cognitive engagement, and learning achievement in online discussion forums13
Research on the architecture and practice of inquiry learning model integrated with digital twin13
E-service-learning is equally effective as traditional service-learning in enhancing student developmental outcomes13
Interactive learning: harnessing technology to alleviate foreign language anxiety in foreign literature education13
The effect of mobile image recognition-based augmented reality application on students’ acquisition of science processing skills and motivations to learn science13
Understanding the impact of online teaching on students’ learning and performance: a post-pandemic analysis13
Beyond watching: the PeerTuber effect on learning, engagement, and creativity13
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
Conceptualizing the Edu-Metaverse ecosystem based on an analysis of the Edu-Metaverse development in China13
Evaluation and developmental suggestions on undergraduates’ computational thinking: a theoretical framework guided by Marzano’s new taxonomy12
Information economics of teaching: a transactional perspective on pedagogical reasoning to provide a typology of pedagogical equilibrium12
Exploring the impact of AIGC on learning performance: a moderated mediation analysis between system-paced and self-paced video learning12
Human–computer pragmatics trialled: some (im)polite interactions with ChatGPT 4.0 and the ensuing implications12
Enhancing learning outcomes through interest cluster analysis in interactive learning environment12
Automated feedback complements online dialogic peer feedback: fostering L2 writers’ feedback quality and self-regulatory writing strategy use12
Transactional distance perceptions, student engagement, and course satisfaction in flipped learning: a correlational study12
Assessing reading comprehension in CET-4: a cross-sectional case study12
Structural relationship of academic self-efficacy, mobile learning readiness, and academic performance among graduate students: a mediation study12
Understanding factors influencing ESL student teachers’ adoption of classroom response systems: an integration of TAM and AOI theory12
A two-phase systematic literature review on the use of serious games for sustainable environmental education12
Analyzing interaction patterns and content dynamics in an online mathematics discussion board12
A systematic review of SVVR in language education in terms of the ADDIE model12
Creating a DGBL integrating ARCS motivation theory with animation, narrative story, fun, and usability to enhance learning motivation and effectiveness12
Neuroimaging tools in multimedia learning: a systematic review12
Modeling temporal cognitive topic to uncover learners’ concerns under different cognitive engagement patterns12
The role of learners’ characteristics in educational gamification systems: a systematic meta-review of the literature12
Global teaching style adaptations and curriculum adjustments for school students during COVID-1912
The effectiveness of a VR-based mobile learning system for university students to learn geological knowledge11
The community of inquiry, shared metacognition, and student engagement in online learning: a systematic review11
Determinants of Generative Artificial Intelligence (GenAI) adoption among university students and its impact on academic performance: the mediating role of trust in technology11
A sibling interaction analysis dataset (SIBD): a scenario of screen-free programmable robotics in Chinese households11
Profiling digital nativeness of pre-service teachers: validity evidence for the Vietnamese Digital Natives Assessment Scale (V-DNAS)11
Impact of a metaverse experience based on peer-facilitated learning on the sustainable education of university students11
A systematic literature review of serious games teaching sign language11
Effect of multimedia on student performance: the case of Chinese musical classes11
Cultivating self-directed learning abilities in K-12 students through immersive online virtual tours11
The history of rural education in China using technology flipped classroom at the university: a case study for developing countries11
Interactive augmented reality application using animal flashcards for education of children11
Disruptive talk in online collaborative discussions: profiles and their impact on cognitive engagement11
Personalized learning supported by learning analytics: a systematic review of functions, pathways, and educational outcomes11
Online engagement of students: investigating the drivers of online teaching competencies and innovative teaching11
Using virtual reality to enhance students’ chorus conducting performance11
Exploring learners’ attitudes towards meme consumption and their implications for classroom use11
Commenting on learning Korean on TikTok and YouTube10
Using students’ cognitive, affective, and demographic characteristics to predict their understanding of computational thinking concepts: a machine learning-based approach10
An empirical framework for developing and evaluating a Virtual Assembly Training System in learning factories10
The six factors model for successful implementation of IVR in higher education10
Personal learning environment toward lifelong learning: an ontology-driven conceptual model10
Teacher's view of the educational relationship between teenagers and smartphones in Spain10
Learners’ positive and negative emotion, various cognitive processing, and cognitive effectiveness and efficiency in situated task-centered digital game-based learning with different scaffolds10
The guts of assessment: a digital architecture for machine learning and analogue judgement10
Which factor most influences the decision of 10th grade students to use ChatGPT for programming education? A case study in Da Nang City, Vietnam10
Undergraduate student's perception of using video conferencing tools under lockdown amidst COVID-19 pandemic in Ghana10
How does teacher-student interaction shape students’ verbal participation initiative? A multimodal analysis of 2 018 classroom video recordings10
Enhancing student creative and critical thinking in generative AI-empowered creation: a mind-mapping approach10
Does gender-stereotyped gamification increase negative thinking? Results from an experimental study with logic tutoring systems10
Application of multi-agent systems in legal education: the impact of multi-agent mock trial exercises on student satisfaction, core skill enhancement, and cognitive development10
Interactive environment for music education: developing certain thinking skills in a mobile or static interactive environment10
Building a self-evolving iMonsters board game for cyber-security education10
Teacher-student relationship quality, school psychological capital, and academic engagement in Chinese EFL learning context: a mediation analysis10
Longitudinal reading outcome and cognitive load in individual- and collaboration-based environments10
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
The opportunities and challenges of ChatGPT in education10
Consistency in the formation of culture-general competencies of economics students in the blended learning environment10
Social family, parental involvement and intentions: predicting the technology acceptance and interest students learning online10
The effect of educational mobile games on learning performance: a meta-analysis and research synthesis10
Effectiveness of a gamified learning analytics dashboard with coregulation mechanism for self-regulated learning in college ethics courses10
Is social interaction a catalyst for digital environments? Exploring affordances of synchronous delivery in online CLIL10
Power of nonverbal behavior in online business negotiations: understanding trust, honesty, satisfaction, and beyond10
Team-based learning with group awareness: impact on students with different self-regulated learning levels9
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
The study on the influence factors of intention to continue using MOOCs: integrating UTAUT model and social presence9
Encompassing AI attitudes: the role of AI literacy and several human and technology-oriented variables9
Comparing the effectiveness of immersive virtual reality and non-immersive video in memorizing soccer tactics: the influence of visuospatial abilities9
Learning interpreting in virtual reality: a scoping review9
Correction9
Impacts of the interactive error prompt system on disadvantaged students’ programming learning9
Artificial intelligence-supported procedural scaffolding for promoting EFL learners’ writing performance in flipped peer assessment activities9
A reflective cycle-based virtual reality approach to promoting students’ learning achievement, sense of presence, and higher-order thinking in professional training9
Augmented reality in preschool settings: a cross-sectional study on adoption dynamics among educators9
Modeling learning behaviors and predicting performance in an intelligent tutoring system: a two-layer hidden Markov modeling approach9
A K-6 computational thinking curricular framework: pedagogical implications for teaching practice9
The changing landscape of mobile learning pedagogy: A systematic literature review9
Exploring the attitude and use of GenAI-image among art and design college students based on TAM and SDT9
The student as a prosumer of educational audio–visual resources: a higher education hybrid learning experience9
Impacts of digital game-based flipped teaching approach on learning effectiveness of the students with different prior knowledge levels9
Can artificial intelligence anxiety serve as a facilitator: the relationship between pre-service teachers’ AI anxiety, their motivated learning and AI self-efficacy9
Effect of the use of augmented reality applications on academic achievement of student in science education: meta analysis review9
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
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