Interactive Learning Environments

Papers
(The TQCC of Interactive Learning Environments is 7. 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 2021-08-01 to 2025-08-01.)
ArticleCitations
How peer feedback with regulation scripts contributes to the development of critical thinking in dialogues: strengthening cognitive and affective feedback content343
EW-KNN: evaluating information technology courses in high school with a non-parametric cognitive diagnosis method279
How to improve drivers’ hazard perception ability? an interactive training method based on VR technology and the Unity 3D Platform259
Robots facilitate self-talk: effects on ownership, self-efficacy, and learning performance235
The gamer psychology: a psychological perspective on game design and gamification189
Enhancing perspective-taking and empathy in children with autism spectrum disorder through asymmetric VR games and peer collaboration165
Implementation effect of integrating cooperative inquiry into blended learning: analysis of students’ goal setting, task value, and well-being114
The CRAFTS learning framework: equipping learners to create relevant, accessible, fun, tailored and scholarly activities in higher education105
Digital interdisciplinary training methods: Web and VR-assisted incorporation of dance, piano and erhu into integrated arts education97
Design strategies to integrate creative learning in elementary school curricula through computer programming activities82
Task motivation enhances creative performance in online groups, but not interpersonal interaction76
AI-facilitated reflective practice in physical education: an auto-assessment and feedback approach73
Individuals in a group: exploring engagement patterns via within-group configurations of role profiles and their impact on performance in collaborative problem solving73
Using game-based learning to teach young people about privacy and online safety68
The problem-based approach in online music education: how to teach students to control singing with piano accompaniment?67
BIM associated with virtual and augmented reality resources in an educational context: a systematic literature review64
Exploring maternal perceptions of critical digital engagement practices in Iranian children64
Using mobile technology acceptance model to explore the satisfaction and continuous use of live streaming for training59
Using digital canvas to facilitate student questioning in large lecture classes: a mixed-methods study57
Regional contextualization of culturally responsive online distance pedagogy (CRODP) among Southeast Asia higher educators54
Effects of an article-structure strategy-based spherical video-based virtual reality approach on EFL learners’ English reading comprehension and learning conceptions54
Efficiency of blended learning of calculus content during the Covid19 crisis51
How much is a “feedback” worth? User engagement and interaction for computer-supported adaptive quizzing50
The effectiveness of VR environment on primary and secondary school students’ learning performance in science courses48
Improving students’ creativity in familiar versus unfamiliar mobile-assisted language learning environments48
Personalised gamification enhances student participation but produces mixed effects on emotional and cognitive engagements: a systematic review44
A meta-analysis of the impact of virtual experiments on students’ development44
Strategies for enhancing online flipped learning: a systematic review of empirical studies during the COVID-19 pandemic43
A meta-thematic analysis of using technology-mediated gamification tools in the learning process42
Proposing a task-oriented chatbot system for EFL learners speaking practice41
Unlocking the digital world: empowering seniors via lifelong learning through digital technology40
Facial expressions capturing emotional engagement while learning with desktop VR: the impact of emotional regulation and personality traits38
Orchestration of learning environments in the digital world37
Understanding emotions in English Language learning in virtual worlds37
Modern technology-enabled approaches in preschool music education36
Sign language in immersive virtual reality: design, development, and evaluation of a virtual reality learning environment prototype35
Cameras on or off during online synchronous courses? That is the question: an analysis of university faculty caring intelligence34
Child–robot interaction: designing robot mediation to facilitate friendship behaviors34
Examining correlation between online readiness and content-type preferences of adult learners in an online learning environment33
Investigating cognitive engagement patterns in online collaborative learning: a temporal learning analytic study33
Virtual reality learning environments: using high-fidelity avatars to enhance distance learning experience32
How does adaptive gamification impact different types of student motivation over time?32
Comparative analysis of the distance learning implementation in Ukrainian system of higher education during the COVID-19 pandemic and martial law32
A simple model of smart learning environment31
Understanding self-regulation, achievement emotions, and mindset of undergraduates in emergency remote teaching: a latent profile analysis31
Academic stress detection based on multisource data: a systematic review from 2012 to 202431
Harnessing the wisdom of YouTube: how self-directed learners achieve personalized learning through technological affordances30
Evaluating science teachers’ flipped learning readiness: a GETAMEL approach test30
Virtual reality scenarios to reduce stress of assessment in university students: gender perspective guidelines30
Online lab design for aviation engineering students in higher education: a pilot study30
The effects of goal-based scenarios used for programming education of 5th graders30
Identifying student motivations for webcam use in online courses28
Collaborative digital game design and play to facilitate college students’ creativity development28
Determinants associated with an effective online learning system of a teachers’ training college in Awi Zone, Ethiopia during the COVID-19 pandemic28
Digital school or online game? Factors determining 3D virtual worlds in language classrooms for pre-service teachers28
Educational process in E-learning activity for elderly people: a systematic review28
Working on a digital research-based collaborative project in higher education: students’ perspectives on benefits and challenges28
A futuristic design vision of tangible user interfaces on enhancing Montessori28
Diagnostic classification modeling of EFL learners’ online learning performances during COVID-19 pandemic: individual vs. interactive learning28
Exploring dynamics of emotional reactions in online collaboration of communities of learners and their relations with learning outcomes28
Preschoolers’ initial planning time on problem-solving performance across task difficulties: insights from intelligent tutoring mobile application log data27
An experiential learning-based virtual reality approach to fostering problem-resolving competence in professional training27
Technology education in early childhood education: a systematic review26
Effects of a contextualised reflective mechanism-based augmented reality learning model on students’ scientific inquiry learning performances, behavioural patterns, and higher order thinking26
Adopting social media for learning among university students: a developing country perspective26
Research on the correlativity between individual status in social network and corresponding concept network characteristics in a cMOOC26
Influence of achievement goal on technology use among undergraduates in Malaysia26
Using learning analytics to understand the learning design patterns of K12 synchronous language teaching25
The impact of metacognitive scaffolding on deep learning in a GenAI-supported learning environment25
From empathy to quality long-term care: a generative AI-based art therapy approach based on the self-directed learning model24
An intervention framework for developing interactive video lectures based on video clickstream behavior: a quasi-experimental evaluation24
Scheduling personalized study plans considering the stress factor24
Teaching cooperative learning through cooperative learning environment: a qualitative follow-up of an experimental study24
Maximising academic achievement in online learning: the role of student-content engagement strategies and profiles24
Understanding emotions in English language learning in virtual worlds24
Transitioning to virtual reality learning in 5E learning model: pedagogical practices for science learning24
A multilevel regression analysis of computer-mediated communication in synchronous and asynchronous contexts and digital reading achievement in Japanese students24
Effects of incorporating a two-tier assessment-based guiding mechanism into contextual games on students’ learning achievement and behaviors in horticultural education23
Towards a model for primary students’ behavioral intention to learn AI: programming ability, AI literacy and ethics as three fundamental pillars23
Experiencing historical events through a VR environment to enhance learning achievement, interest, motivation, and emotional reflections23
Possibilities of Extended Reality in education22
Co-design in somewhere: the interpretations of interior design students on future architectural scenarios in metaverse22
Promoting young learners’ computational thinking with AI-based robots and the ICAP model in blended learning contexts22
Putting the pieces together: comparing the effect of jigsaw cooperative learning and lecture on public health students’ knowledge, performance, and satisfaction22
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, 21
Exploring factors affecting the preservice mathematics teachers’ use of digital mathematics learning media during online teaching practice21
Virtual-assessment performance hampered by slow adaptation to tech environment21
Influence of ASSURE model in enhancing educational technology21
Exploring the role of high school students’ internet use on their internet self-efficacy: a structural equation model21
Practical implications for design professionals: integrating emerging patterns into new media interface design20
Vocal creativity: analyzing students song making processes in blended learning20
A systematic review of VR/AR applications in vocational education: models, affects, and performances20
Incorporating social responsibility into translator training through situated learning in translation projects: making room for a sustainable learning environment20
Unearthing Iranian mothers’ mediation strategies during their children’s home digital literacy practices in English20
Modeling the relationship between internet epistemic belief, digital literacy and social media engagement of adult social media users: a practical implication for education20
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-SEM20
Perceptions of nursing students on the effect of cooperative learning on academic achievement and learning environment20
Applied the augmented reality technology combined with social stories strategies and computational thinking games to improve the social skills of children with ASD20
Generative AI (GenAI) in the language classroom: A systematic review20
“Learn to Argue” and “Argue to Learn”: meta-analysis of effective instructional design for online scientific argumentation activities19
Correction19
Assessment of digital skills of university MOOC instructors: a systematic quantitative study of multidimensional indicators19
3D desktop virtual reality as a facilitator of the learning quality and of strengthening students’ results19
Exploring learning game core dynamics for engagement: a 2-year cross-case comparison of geography undergraduates’ perceptions of Biomes Rescue , a platformer game19
ChatGPT addiction predicted by openness to using new technology and self-efficacy, and reflected in continuous intention19
Differentiated instruction in digital video games: STEM teacher candidates using technology to meet learners’ needs19
Enhance affective expression and social reciprocity for children with autism spectrum disorder: using virtual reality headsets at schools19
An educational mobile augmented reality system to enhance undergraduate performance and motivation in design theory courses19
An argumentation experience regarding concepts of calculus with ChatGPT19
Examining learning outcomes and engagement in online peer assessment: the impact of social network prestige among teacher-learners18
The effect of fragmented learning ability on college students’ online learning satisfaction: exploring the mediating role of affective, behavioral, and cognitive engagement18
Quantifying complexity: a comprehensive study of technical fuzziness, team learning, and project performance18
Comparative analysis of master and doctoral postgraduate training process in global mining institutions18
Synergizing AI and collaborative learning: a new approach to Chinese character acquisition in lower elementary education18
“ChatGPT is like a study buddy, a teacher and sometimes just a friend”: a longitudinal exploration of students’ interactions, perception and acceptance18
Examining motivational factors influencing self-explanation quality and mathematics achievement in online learning for junior high students18
A profile analysis of computer-supported collaborative learning motivation in Chinese higher education: integrating achievement goal and expectancy-value perspectives17
Effects of sentiment discreteness on MOOCs’ disconfirmation: text analytics in online reviews17
Understanding the perceived pedagogical value ofJazzQuizin interactive hybrid learning among university students: a technology acceptance analysis17
An emotion analysis dataset of course comment texts in massive online learning course platforms17
Using digital web forms as a tool for interactive stories to promote second language reading17
Utilizing clickstream data to reveal the time management of self-regulated learning in a higher education online learning environment17
Predicting programming performance by using process behavior in a block-based programming environment17
Exploring the relationship of elementary school teachers’ virtual community participation on classroom management by using knowledge sharing as a mediating effect17
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
How does the type of online peer feedback influence feedback quality, argumentative essay writing quality, and domain-specific learning?16
Teaching the CLIL technology to rising IT teachers16
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
Effects of technology application on museum learning: a meta-analysis of 42 studies published between 2011 and 202116
The operating room as a clinical learning environment in the views of nursing students: A qualitative research16
A multi-method study on influencing factors of teachers’ willingness to use generative artificial intelligence16
The tensions of student engagement with technology16
Applying Augmented reality to enhance physics laboratory experience: does learning anxiety matter?16
Interactive learning: harnessing technology to alleviate foreign language anxiety in foreign literature education15
Video-based instruction for individuals with learning disabilities: a systematic review and meta-analysis15
Investigating the relationships among peer moderation, cognitive engagement, and learning achievement in online discussion forums15
Augmenting experience with technologies: a two-tier experiential augmented reality approach to promoting students’ deep learning and conceptual understanding in a human body program15
Self-regulated learner profiles in MOOCs: A cluster analysis based on the item response theory15
Ease over effort: achieving consistent learning outcomes through a more relaxed approach in immersive virtual reality for hands-on education15
Automatically exploring learning experience, interaction pattern, challenge-skill balance, and their relationships in online learning15
Serious games to assess university students’ soft skills: investigating the effectiveness of a gamified assessment prototype15
Unlocking the power of robots: enhancing computational thinking through innovative teaching methods15
Research on the sustainable development of new media physical teaching: big data analysis of the relevance of language expression ability15
Experiential and inquiry-based learning approaches; correlated exploration on usage in selected secondary schools in Bugiri District, Eastern Uganda15
A scoping review of embodied conversational agents in education: trends and innovations from 2014 to 202415
Unlocking the potential of GPT-3 in education: opportunities, limitations, and recommendations for effective integration14
Multi-level students’ sense of community development in hybrid and online learning environments at higher educational institutions: a systematic literature review14
Exploring the mechanisms of data-supported reflective assessment for pre-service teachers’ knowledge building14
The effect of mobile image recognition-based augmented reality application on students’ acquisition of science processing skills and motivations to learn science14
Converting a conventional flipped class into a synchronous online flipped class during COVID-19: university students’ self-regulation skills and anxiety14
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
Research on the architecture and practice of inquiry learning model integrated with digital twin14
Understanding the impact of online teaching on students’ learning and performance: a post-pandemic analysis14
The benefits and drawbacks of adopting mobile learning as perceived by junior high school teachers in Taiwan14
Knowledge diffusion and convergence in open learning environments as a social contagion14
Statement of Retraction: Meta-analyses of effects of augmented reality on educational outcomes over a decade Interactive Learning Environments14
Relationship between the use of ChatGPT for academic purposes and plagiarism: the influence of student-related variables on cheating behavior.13
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
Neuroimaging tools in multimedia learning: a systematic review13
Teaching and mobile learning: interactive educational design13
Automated feedback complements online dialogic peer feedback: fostering L2 writers’ feedback quality and self-regulatory writing strategy use13
Human–computer pragmatics trialled: some (im)polite interactions with ChatGPT 4.0 and the ensuing implications13
Potential effects of a role-playing digital gaming learning system on the learning performance and motivation in a humanities course13
E-service-learning is equally effective as traditional service-learning in enhancing student developmental outcomes13
Advancements and research topics of museum-based mobile learning: a review of journal publications from 2008 to 201912
Exploring the impact of AIGC on learning performance: a moderated mediation analysis between system-paced and self-paced video learning12
Assessing reading comprehension in CET-4: a cross-sectional case study12
Global teaching style adaptations and curriculum adjustments for school students during COVID-1912
Enhancing learning outcomes through interest cluster analysis in interactive learning environment12
Analyzing interaction patterns and content dynamics in an online mathematics discussion board12
Book review: teacher learning in the digital age: online professional development in STEM education12
Creating a DGBL integrating ARCS motivation theory with animation, narrative story, fun, and usability to enhance learning motivation and effectiveness12
Information economics of teaching: a transactional perspective on pedagogical reasoning to provide a typology of pedagogical equilibrium12
Understanding factors influencing ESL student teachers’ adoption of classroom response systems: an integration of TAM and AOI theory12
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
Structural relationship of academic self-efficacy, mobile learning readiness, and academic performance among graduate students: a mediation study12
The role of learners’ characteristics in educational gamification systems: a systematic meta-review of the literature12
A systematic literature review of serious games teaching sign language11
Impact of a metaverse experience based on peer-facilitated learning on the sustainable education of university students11
Cultivating self-directed learning abilities in K-12 students through immersive online virtual tours11
A two-phase systematic literature review on the use of serious games for sustainable environmental education11
A systematic review of SVVR in language education in terms of the ADDIE model11
The community of inquiry, shared metacognition, and student engagement in online learning: a systematic review11
The six factors model for successful implementation of IVR in higher education11
Effect of multimedia on student performance: the case of Chinese musical classes11
Transactional distance perceptions, student engagement, and course satisfaction in flipped learning: a correlational study11
Modeling temporal cognitive topic to uncover learners’ concerns under different cognitive engagement patterns11
Interactive augmented reality application using animal flashcards for education of children11
Consistency in the formation of culture-general competencies of economics students in the blended learning environment11
Personalized learning supported by learning analytics: a systematic review of functions, pathways, and educational outcomes11
Undergraduate student's perception of using video conferencing tools under lockdown amidst COVID-19 pandemic in Ghana10
Using virtual reality to enhance students’ chorus conducting performance10
A sibling interaction analysis dataset (SIBD): a scenario of screen-free programmable robotics in Chinese households10
Effectiveness of a gamified learning analytics dashboard with coregulation mechanism for self-regulated learning in college ethics courses10
Profiling digital nativeness of pre-service teachers: validity evidence for the Vietnamese Digital Natives Assessment Scale (V-DNAS)10
Power of nonverbal behavior in online business negotiations: understanding trust, honesty, satisfaction, and beyond10
Learners’ positive and negative emotion, various cognitive processing, and cognitive effectiveness and efficiency in situated task-centered digital game-based learning with different scaffolds10
Personal learning environment toward lifelong learning: an ontology-driven conceptual model10
Building a self-evolving iMonsters board game for cyber-security education10
Which factor most influences the decision of 10th grade students to use ChatGPT for programming education? A case study in Da Nang City, Vietnam10
The guts of assessment: a digital architecture for machine learning and analogue judgement10
Exploring learners’ attitudes towards meme consumption and their implications for classroom use10
Determinants of Generative Artificial Intelligence (GenAI) adoption among university students and its impact on academic performance: the mediating role of trust in technology10
Teacher's view of the educational relationship between teenagers and smartphones in Spain10
Social family, parental involvement and intentions: predicting the technology acceptance and interest students learning online10
Teacher-student relationship quality, school psychological capital, and academic engagement in Chinese EFL learning context: a mediation analysis10
Is social interaction a catalyst for digital environments? Exploring affordances of synchronous delivery in online CLIL10
Commenting on learning Korean on TikTok and YouTube10
Longitudinal reading outcome and cognitive load in individual- and collaboration-based environments10
Integrating a dialog system with an intelligent tutoring system for a 3D virtual laboratory10
The history of rural education in China using technology flipped classroom at the university: a case study for developing countries10
An empirical framework for developing and evaluating a Virtual Assembly Training System in learning factories10
Enhancing student creative and critical thinking in generative AI-empowered creation: a mind-mapping approach10
The effect of educational mobile games on learning performance: a meta-analysis and research synthesis10
English learning enhanced by collaborative contextual drama in an authentic context10
How does teacher-student interaction shape students’ verbal participation initiative? A multimodal analysis of 2 018 classroom video recordings10
A virtual reality-based collaborative argument mapping approach in the EFL classroom10
Correction9
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
Acceptance of e-learning technology by government school teachers: application of extended technology acceptance model9
Interactive environment for music education: developing certain thinking skills in a mobile or static interactive environment9
EXPLODE – a new model of exploratory learning environment for neural networks to improve learning outcomes9
Encompassing AI attitudes: the role of AI literacy and several human and technology-oriented variables9
Exploring the attitude and use of GenAI-image among art and design college students based on TAM and SDT9
Enhancing furniture production and process management knowledge in woodworking students using VR CAVE technology and collaborative task allocation strategy9
When ChatGPT meets classical management theories: the role and impact of AI chatbots on management learning9
Learning interpreting in virtual reality: a scoping review9
Impacts of the interactive error prompt system on disadvantaged students’ programming learning9
The opportunities and challenges of ChatGPT in education9
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
Augmented reality in preschool settings: a cross-sectional study on adoption dynamics among educators9
A reflective cycle-based virtual reality approach to promoting students’ learning achievement, sense of presence, and higher-order thinking in professional training9
Impacts of digital game-based flipped teaching approach on learning effectiveness of the students with different prior knowledge levels9
Effects of outlines and information seeking on learning outcomes in video-based environments9
Modeling learning behaviors and predicting performance in an intelligent tutoring system: a two-layer hidden Markov modeling approach9
Team-based learning with group awareness: impact on students with different self-regulated learning levels9
Using students’ cognitive, affective, and demographic characteristics to predict their understanding of computational thinking concepts: a machine learning-based approach9
Online engagement of students: investigating the drivers of online teaching competencies and innovative teaching9
Does gender-stereotyped gamification increase negative thinking? Results from an experimental study with logic tutoring systems9
Comparing the effectiveness of immersive virtual reality and non-immersive video in memorizing soccer tactics: the influence of visuospatial abilities9
Examining the implementation of academic vocabulary, lexical density, and speech rate features on OpenCourseWare and MOOC lectures9
Exploring factors influencing online learning platform usage behavior: a comparative study of southeast Asian learners based on the UTAUT model9
AI vs. traditional navigation systems: enhancing efficiency and reducing cognitive burden for visually impaired users9
Interdisciplinary technical perspective: transformation of blockchain and opportunities for organizational training8
Testing preschool children's achievements: mobile seamless learning based on multicultural education in Hong Kong8
Effect of the use of augmented reality applications on academic achievement of student in science education: meta analysis review8
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