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 2020-11-01 to 2024-11-01.)
ArticleCitations
To use or not to use ChatGPT in higher education? A study of students’ acceptance and use of technology182
A review of opportunities and challenges of chatbots in education148
Factors affecting students’ learning performance through collaborative learning and engagement134
Metaverse or Simulacra? Roblox, Minecraft, Meta and the turn to virtual reality for education, socialisation and work129
Trends in artificial intelligence-supported e-learning: a systematic review and co-citation network analysis (1998–2019)116
Artificial intelligence in teaching and learning: what questions should we ask of ChatGPT?103
Enhancing the prediction of student performance based on the machine learning XGBoost algorithm102
Student engagement in K-12 online learning amid COVID-19: A qualitative approach from a self-determination theory perspective93
The opportunities and challenges of ChatGPT in education92
The impact of Google Assistant on adolescent EFL learners’ willingness to communicate81
Roles and research foci of artificial intelligence in language education: an integrated bibliographic analysis and systematic review approach78
Exploring the role of online EFL learners’ perceived social support in their learning engagement: a structural equation model78
Teacher support and student motivation to learn with Artificial Intelligence (AI) based chatbot77
The impact of Generative AI (GenAI) on practices, policies and research direction in education: a case of ChatGPT and Midjourney76
Understanding the impact of knowledge management factors on the sustainable use of AI-based chatbots for educational purposes using a hybrid SEM-ANN approach67
The influence of motivation on learning engagement: the mediating role of learning self-efficacy and self-monitoring in online learning environments48
Exploring the application scenarios and issues facing Metaverse technology in education47
Trends in VR/AR technology-supporting language learning from 2008 to 2019: a research perspective46
Technology acceptance model and multi-user virtual reality learning environments for Chinese language education46
Augmented reality in education. A scientific mapping in Web of Science46
Examining the roles of social presence and human-likeness on Iranian EFL learners’ motivation using artificial intelligence technology: a case of CSIEC chatbot44
Incorporating a reflective thinking promoting mechanism into artificial intelligence-supported English writing environments41
Influence of augmented reality app on intention towards e-learning amidst COVID-19 pandemic39
Effects of the self-regulated strategy within the context of spherical video-based virtual reality on students’ learning performances in an art history class39
Instructor presence, interactive tools, student engagement, and satisfaction in online education during the COVID-19 Mexican lockdown39
The effect of educational virtual reality game on primary school students’ achievement and engagement in mathematics38
Effects of a virtual reality-based pottery making approach on junior high school students’ creativity and learning engagement38
Gender differences in students’ argumentative essay writing, peer review performance and uptake in online learning environments37
The potential for digital technology to support self-directed learning in formal education of children: a scoping review36
A systematic review of research on speech-recognition chatbots for language learning: Implications for future directions in the era of large language models36
Online peer feedback patterns of success and failure in argumentative essay writing35
Educational games promote the development of students’ computational thinking: a meta-analytic review35
A systematic review study on educational robotics and robots35
On the development of blockchain-based learning management system as a metacognitive tool to support self-regulation learning in online higher education34
The evolution of sustainability models for Open Educational Resources: insights from the literature and experts34
The influence of virtual reality on design process creativity in basic design studios32
Teachers’ self-efficacy, mental well-being and continuance commitment of using learning management system during COVID-19 pandemic: a comparative study of Pakistan and Malaysia32
A meta-analysis of the effect of virtual reality technology use in education31
Educational Data Mining versus Learning Analytics: A Review of Publications From 2015 to 201931
Investigating the role of psychological needs in predicting the educational sustainability of Metaverse using a deep learning-based hybrid SEM-ANN technique30
Comparing immersive Virtual Reality to mobile applications in foreign language learning in higher education: a quasi-experiment30
Effectiveness of online learning: a multi-complementary approach research with responses from the COVID-19 pandemic period29
Project-based learning and its effectiveness: evidence from Slovakia28
Designing an alternate reality board game with augmented reality and multi-dimensional scaffolding for promoting spatial and logical ability28
Learning in immersed collaborative virtual environments: design and implementation28
The use of mobile internet platforms and applications in vocal training: synergy of technological and pedagogical solutions27
Factors influencing learners’ continuance intention toward one-to-one online learning26
Investigating the impact of the Amazon Alexa on the development of L2 listening and speaking skills26
Proposing a task-oriented chatbot system for EFL learners speaking practice26
Student disengagement in web-based videoconferencing supported online learning: an activity theory perspective25
Understanding the role of learner engagement in determining MOOCs satisfaction: a self-determination theory perspective23
Transition to online teaching during the COVID-19 pandemic22
Strategies for enhancing online flipped learning: a systematic review of empirical studies during the COVID-19 pandemic22
Adopting the metaverse for learning environments means more use of deep learning artificial intelligence: this presents challenges and problems22
Evaluating the actual use of learning management systems during the covid-19 pandemic: an integrated theoretical model22
Artificial intelligence in special education: a systematic review21
The effectiveness of artificial intelligence on learning achievement and learning perception: A meta-analysis21
The use of immersive 360° videos for foreign language learning: a study on usage and efficacy among high-school students21
Interaction recognition and intervention based on context feature fusion of learning behaviors in interactive learning environments21
GeoGebra in mathematics education: a systematic review of journal articles published from 2010 to 202021
Iranian EFL students’ perception of willingness to communicate in an extramural digital context21
The evaluation of a scaffolding-based augmented reality educational board game with competition-oriented and collaboration-oriented mechanisms: differences analysis of learning effectiveness, motivati20
A digital role-playing game for learning: effects on critical thinking and motivation20
Effect of high fidelity simulation on clinical decision-making among nursing students20
What increases learning retention: employing the prediction-observation-explanation learning strategy in digital game-based learning20
How augmented reality affected academic achievement in K-12 education – a meta-analysis and thematic-analysis19
Progressive flowchart development scaffolding to improve university students’ computational thinking and programming self-efficacy19
The equalizing effect of teacher dashboards on feedback in K-12 classrooms19
The mutual influence of an instructor’s eye gaze and facial expression in video lectures19
Developing student imagination and career interest through a STEM project using 3D printing with repetitive modeling19
Developing a comprehensive theoretical model for adopting social media in higher education18
A systematic literature review of game-based learning in Artificial Intelligence education18
Motivators and concerns for real-time online classes: focused on the security and privacy issues18
Facilitating EFL learners’ active behaviors in speaking: a progressive question prompt-based peer-tutoring approach with VR contexts18
Roles and research trends of touchscreen mobile devices in early childhood education: review of journal publications from 2010 to 2019 based on the technology-enhanced learning model18
Research trends in the use of E-books in English as a foreign language (EFL) education from 2011 to 2020: a bibliometric and content analysis18
Real-time virtual reality co-creation: collective intelligence and consciousness for student engagement and focused attention within online communities18
Strategies for enhancing self-regulation in e-learning: a review of selected journal publications from 2010 to 202018
The acceptance of augmented reality in engineering education: the role of technology optimism and technology innovativeness18
Impact of cultural diversity on students’ learning behavioral patterns in open and online courses: a lag sequential analysis approach17
Investigating factors affecting learning satisfaction and perceived learning in flipped classrooms: the mediating effect of interaction17
Incorporation of a game-based approach into the EFL online classrooms: students' perceptions17
Learning with virtual reality: a market analysis of educational and training applications17
Exploring EFL learners’ perspectives on using Kahoot as a game-based student response system17
Augmenting student engagement through the use of social media: the role of knowledge sharing behaviour and knowledge sharing self-efficacy17
Mobile microlearning: a systematic literature review and its implications17
Developing flipped learning resources to support secondary school mathematics teaching during the COVID-19 pandemic17
Comparative study of game-based learning on preschoolers’ English vocabulary acquisition in Taiwan17
Augmented reality for learning in special education: a systematic literature review17
What drives students’ AI learning behavior: a perspective of AI anxiety16
Accepting virtual reality for dynamic learning: an extension of the technology acceptance model16
Applying virtual reality for learning woodworking in the vocational training of batch wood furniture production16
Developing an early-warning system through robotic process automation: Are intelligent tutoring robots as effective as human teachers?16
Visualization of education blockchain data: trends and challenges16
Artificial intelligence-supported art education: a deep learning-based system for promoting university students’ artwork appreciation and painting outcomes16
Artificial Intelligence image recognition using self-regulation learning strategies: effects on vocabulary acquisition, learning anxiety, and learning behaviours of English language learners16
Teaching artificial intelligence in K–12 classrooms: a scoping review16
Current stance on predictive analytics in higher education: opportunities, challenges and future directions16
A literature review of the effects of social networking sites on secondary school students’ academic achievement16
Learner and instructor-related challenges for learners’ engagement in MOOCs: a review of 2014–2020 publications in selected SSCI indexed journals16
Facilitating decision making in authentic contexts: an SVVR-based experiential flipped learning approach for professional training16
The effect of interaction between knowledge map and collaborative learning strategies on teachers’ learning performance and self-efficacy of group learning16
A review of chatbot-assisted learning: pedagogical approaches, implementations, factors leading to effectiveness, theories, and future directions15
Empowering teachers to create augmented reality experiences: the effects on the educational experience15
Designing cognitive-based game mechanisms for mobile educational games to promote cognitive thinking: an analysis of flow state and game-based learning behavioral patterns15
Roles, applications, and trends of concept map-supported learning: a systematic review and bibliometric analysis of publications from 1992 to 2020 in selected educational technology journals15
A systematic review of UAV applications to education15
Effects of technology application on museum learning: a meta-analysis of 42 studies published between 2011 and 202115
Effect of the use of augmented reality applications on academic achievement of student in science education: meta analysis review15
Using artificial intelligence to foster students’ writing feedback literacy, engagement, and outcome: a case of Wordtune application15
The effectiveness of automated writing evaluation in EFL/ESL writing: a three-level meta-analysis15
Learning with digital technology-facilitated empathy: an augmented reality approach to enhancing students’ flow experience, motivation, and achievement in a biology program15
Acceptance of e-learning technology by government school teachers: application of extended technology acceptance model15
A meta-analysis of eight factors influencing MOOC-based learning outcomes across the world14
Applying Augmented reality to enhance physics laboratory experience: does learning anxiety matter?14
A learning analytics perspective on educational escape rooms14
Affordances and challenges of technology-assisted language learning for motivation: A systematic review14
Edu-Metaverse: concept, architecture, and applications14
Effects of a mobile-based progressive peer-feedback scaffolding strategy on students’ creative thinking performance, metacognitive awareness, and learning attitude14
Research on the development of an effective mechanism of using public online education resource platform: TOE model combined with FS-QCA14
A mandatory contribution-based collaborative gaming approach to enhancing students’ collaborative learning outcomes in Science museums14
RETRACTED ARTICLE: Meta-analyses of effects of augmented reality on educational outcomes over a decade14
Investigating students’ satisfaction in online learning: the role of students’ interaction and engagement in universities14
Automatic short answer grading by encoding student responses via a graph convolutional network14
Let’s play together: ways of parent–child digital co-play for learning14
Leveraging integrated peer-assisted learning clusters as a support for online learning13
Investigating students’ engagement in chatbot-supported classroom debates13
Extending the unified theory of acceptance and use of technology to investigate determinants of acceptance and adoption of learning management systems in the post-pandemic era: a structural equation m13
Using automated corrective feedback tools in language learning: a review study13
ML-Quest : a game for introducing machine learning concepts to K-12 students13
Online lab design for aviation engineering students in higher education: a pilot study13
Socio-technical-pedagogical usability of online courses for older adult learners13
Cognitive versus behavioral learning analytics dashboards for supporting learner’s awareness, reflection, and learning process13
Interactive features of E-texts’ effects on learning: a systematic review and meta-analysis13
Effects of student engagement in peer feedback on writing performance in higher education13
Evaluation of an academic satisfaction model in E-learning education contexts13
Artificial intelligence and creativity: piano teaching with augmented reality applications13
Design and application of intelligent teaching space for blended teaching13
Examining factors influencing e-learning engagement among university students during covid-19 pandemic: a mediating role of “learning persistence”13
Developing an instant semantic analysis and feedback system to facilitate learning performance of online discussion13
The effects of digital game-based learning on children’s Chinese language learning, attention and self-efficacy13
A systematic review of personalized learning in higher education: learning content structure, learning materials sequence, and learning readiness support13
Students’ behavioural intention towards e-learning practices through augmented reality app during COVID-19 pandemic in Saudi Arabia13
Systematic literature review on gamified professional training among employees13
Undergraduate student's perception of using video conferencing tools under lockdown amidst COVID-19 pandemic in Ghana13
Converting a conventional flipped class into a synchronous online flipped class during COVID-19: university students’ self-regulation skills and anxiety12
Creating a virtual “third space” in a telecollaborative project to promote English as a Foreign Language (EFL) learners’ language proficiency and intercultural awareness12
Improving instruction and sexual health literacy with serious games and gamification interventions: an outlook to students’ learning outcomes and gender differences12
An experiential learning-based virtual reality approach to fostering problem-resolving competence in professional training12
A simple model of smart learning environment12
Random field design and collaborative inference strategies for learning interaction activities12
Effects of a contextualised reflective mechanism-based augmented reality learning model on students’ scientific inquiry learning performances, behavioural patterns, and higher order thinking12
Socially shared regulation of learning in game-based collaborative learning environments promotes algorithmic thinking, learning participation and positive learning attitudes12
The role of learners’ characteristics in educational gamification systems: a systematic meta-review of the literature11
Sparse learning strategy and key feature selection in interactive learning environment11
Interaction analysis of teachers and students in inquiry class learning based on augmented reality by iFIAS and LSA11
A country’s national culture affects virtual learning environment adoption in higher education: a systematic review (2001–2020)11
Exploring the differences between gamer and non-gamer students in the effects of gamification on their motivation and learning11
Artificial intelligence (AI) literacy education in secondary schools: a review11
Investigation of learners’ behavioral intentions to use metaverse learning environment in higher education: a virtual computer laboratory11
Towards augmented reality for corporate training11
Diagnosing l2 English learners’ listening difficulties and learning needs through computerized dynamic assessment11
Exploring the effects of automated written corrective feedback, computer-mediated peer feedback and their combination mode on EFL learner’s writing performance11
Modeling learning behaviors and predicting performance in an intelligent tutoring system: a two-layer hidden Markov modeling approach11
A K-6 computational thinking curricular framework: pedagogical implications for teaching practice11
Prediction of learners’ dropout in E-learning based on the unusual behaviors11
How artificial intelligence (AI) supports nursing education: profiling the roles, applications, and trends of AI in nursing education research (1993–2020)11
Fostering the use of online learning resources: results of using a mobile collaboration tool based on gamification in a blended course11
A multilevel regression analysis of computer-mediated communication in synchronous and asynchronous contexts and digital reading achievement in Japanese students11
Effects of an automated programming assessment system on the learning performances of experienced and novice learners11
Academic development of multimodal learning analytics: a bibliometric analysis11
The changing landscape of mobile learning pedagogy: A systematic literature review11
Understanding students’ participation of intelligent teaching: an empirical study considering artificial intelligence usefulness, interactive reward, satisfaction, university support and enjoyment11
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 characteristics10
Decision application mechanism of regression analysis of multi-category learning behaviors in interactive learning environment10
How does the type of online peer feedback influence feedback quality, argumentative essay writing quality, and domain-specific learning?10
Learning with virtual reality simulations: direct versus vicarious instructional experience10
Automatic text generation using deep learning: providing large-scale support for online learning communities10
A recommendation system based on an adaptive learning cognitive map model and its effects10
Artificial Intelligence (AI) literacy in early childhood education: an intervention study in Hong Kong10
An intelligent system to help deaf students learn Arabic Sign Language10
An empirical study of the efficacy of AI chatbots for English as a foreign language learning in primary education10
Interacting with real-person non-player characters to learn history: development and playing behavior pattern analysis of a remote scaffolding-based situated educational game10
Effects of a self-regulated-based gamified virtual reality system on students’ English learning performance and affection10
Evaluation and developmental suggestions on undergraduates’ computational thinking: a theoretical framework guided by Marzano’s new taxonomy10
Chatbot-based learning of logical fallacies in EFL writing: perceived effectiveness in improving target knowledge and learner motivation10
Development of mobile interactive courses based on an artificial intelligence chatbot on the communication software LINE10
Teachers’ perception of the use of mobile technologies with smart applications to enhance students’ thinking skills: a study among primary school teachers in Thailand10
Enhance affective expression and social reciprocity for children with autism spectrum disorder: using virtual reality headsets at schools10
Investigation of virtual & augmented reality classroom learning environments in university STEM education9
The impact of intelligent personal assistants on learners’ autonomous learning of second language listening and speaking9
Investigating EFL learners’ humorous interactions with an intelligent personal assistant9
Improving students’ creativity in familiar versus unfamiliar mobile-assisted language learning environments9
Systematic review and meta-analysis of the impact of virtual experiments on students’ learning effectiveness9
Fostering college students’ critical thinking skills through peer assessment in the knowledge building community9
AI ethics and learning: EdTech companies’ challenges and solutions9
Knowledge map-based online micro-learning: impacts on learning engagement, knowledge structure, and learning performance of in-service teachers9
Using fair AI to predict students’ math learning outcomes in an online platform9
Exploring the effects of using various designs of game-based materials on music learning9
Establishing a Nonlinear Dynamic Individual-Centered Language Assessment model: a dynamic systems theory approach9
Undergraduates’ perceptions and attitudes towards online learning at Jordanian universities during COVID-199
Computer-supported collaborative concept mapping: the impact of students’ perceptions of collaboration on their knowledge understanding and behavioral patterns9
Research advancement and foci of mobile technology-supported music education: a systematic review and social network analysis on 2008-2019 academic publications9
Acceptance of educational use of the Internet of Things (IoT) in the context of individual innovativeness and ICT competency of pre-service teachers9
Multi-sensory research of singing visualization in pre-school music education9
Exemplary online education: for whom online learning can work better9
A meta-thematic analysis of using technology-mediated gamification tools in the learning process9
The impact of cMOOC learners’ interaction on content production9
Relationship between objective and subjective cognitive load measurements in multimedia learning9
Self-regulated learner profiles in MOOCs: A cluster analysis based on the item response theory9
Transactional distance perceptions, student engagement, and course satisfaction in flipped learning: a correlational study8
Serious game design and learning effect verification supporting traditional pattern learning8
UX evaluation of open MOOC platforms: a comparative study between Moodle and Open edX combining user interaction metrics and wearable biosensors8
The use of data analytics technique in learning management system to develop fashion design skills and technology acceptance8
The emotional design of an instructor: body gestures do not boost the effects of facial expressions in video lectures8
Applying game-based learning in primary education: a systematic review of journal publications from 2010 to 20208
Factors influencing EFL teachers’ implementation of SPOC-based blended learning in higher vocational colleges in China: A study based on grounded theory8
Perception of using e-learning platforms in the scope of the technology acceptance model (TAM): a scale development study8
Online scaffolding behavior for speaking EFL improvement: narrative inquiry issues8
Competition-based active learning instruction for drone education8
In search of the good practices of personalized learning8
Developing and validating an authentic contextual learning framework: promoting healthy learning through learning by applying8
Virtual reality enhances the social skills of children with autism spectrum disorder: a review8
The influence of mobile-learning flipped classrooms on the emotional learning and cognitive flexibility of students of different levels of learning achievement8
The effectiveness of enhanced interaction features in educational videos: a meta-analysis8
The role of self-directed learning in studying 3D design and modeling8
A study on the effect of adding L1 glosses in the subtitle of an adventure game for vocabulary learning8
Analysis of self-directed learning ability, reading outcomes, and personalized planning behavior for self-directed extensive reading8
Unlocking the potential of GPT-3 in education: opportunities, limitations, and recommendations for effective integration8
The functional roles of metacognitive judgement and emotion in predicting clinical reasoning performance with a computer simulated environment8
Game-based features in intelligent game-based learning environments: a systematic literature review8
Modern mobile learning technologies in online piano education: online educational course design and impact on learning8
Effect of different grouping arrangements on students’ achievement and experience in collaborative learning environment8
Comparing technology acceptance of AR-based and 3D map-based mobile library applications: a multigroup SEM analysis8
AI-facilitated reflective practice in physical education: an auto-assessment and feedback approach7
An intervention framework for developing interactive video lectures based on video clickstream behavior: a quasi-experimental evaluation7
Interactivity and materiality matter in creativity: educational robotics for the assessment of divergent thinking7
Exploring remote distance learning: what is it and should we keep it?7
Going beyond books to using e-books in education: a systematic literature review of empirical studies7
The influences of academic emotion and prior knowledge in the context of online tests7
An adaptive 3D virtual learning environment for training software developers in scrum7
Drivers of mobile learning app usage: an integrated perspective of personality, readiness, and motivation7
Design of a learning dashboard to enhance reading outcomes and self-directed learning behaviors in out-of-class extensive reading7
Roles, applications, and research designs of robots in science education: a systematic review and bibliometric analysis of journal publications from 1996 to 20207
Effectiveness of synchronous and asynchronous online learning: a meta-analysis7
Transitioning to virtual reality learning in 5E learning model: pedagogical practices for science learning7
“If I create a game I'll learn”: online game creation as a tool to promote learning skills of students with learning difficulties7
Meaning-making in virtual learning environment enabled educational innovations: a 13-year longitudinal case study7
How collaboration influences the effect of note-taking on writing performance and recall of contents7
A concept mapping-based self-regulated learning approach to promoting students’ learning achievement and self-regulation in STEM activities7
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