Interactive Learning Environments

Papers
(The H4-Index of Interactive Learning Environments is 37. 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 2021-11-01 to 2025-11-01.)
ArticleCitations
Implementation effect of integrating cooperative inquiry into blended learning: analysis of students’ goal setting, task value, and well-being390
How much is a “feedback” worth? User engagement and interaction for computer-supported adaptive quizzing371
EW-KNN: evaluating information technology courses in high school with a non-parametric cognitive diagnosis method319
Efficiency of blended learning of calculus content during the Covid19 crisis271
Improving students’ creativity in familiar versus unfamiliar mobile-assisted language learning environments214
The effectiveness of VR environment on primary and secondary school students’ learning performance in science courses173
Individuals in a group: exploring engagement patterns via within-group configurations of role profiles and their impact on performance in collaborative problem solving142
Personalised gamification enhances student participation but produces mixed effects on emotional and cognitive engagements: a systematic review125
The problem-based approach in online music education: how to teach students to control singing with piano accompaniment?115
Using game-based learning to teach young people about privacy and online safety89
Personalized learning in a perforce single-student environment: the role of self-efficacy and self-regulation88
The gamer psychology: a psychological perspective on game design and gamification81
How peer feedback with regulation scripts contributes to the development of critical thinking in dialogues: strengthening cognitive and affective feedback content80
BIM associated with virtual and augmented reality resources in an educational context: a systematic literature review78
Task motivation enhances creative performance in online groups, but not interpersonal interaction77
Enhancing perspective-taking and empathy in children with autism spectrum disorder through asymmetric VR games and peer collaboration70
Unlocking the digital world: empowering seniors via lifelong learning through digital technology68
Using mobile technology acceptance model to explore the satisfaction and continuous use of live streaming for training67
How to improve drivers’ hazard perception ability? an interactive training method based on VR technology and the Unity 3D Platform62
Robots facilitate self-talk: effects on ownership, self-efficacy, and learning performance62
AI-facilitated reflective practice in physical education: an auto-assessment and feedback approach55
Digital interdisciplinary training methods: Web and VR-assisted incorporation of dance, piano and erhu into integrated arts education55
Using digital canvas to facilitate student questioning in large lecture classes: a mixed-methods study54
Exploring maternal perceptions of critical digital engagement practices in Iranian children50
A meta-analysis of the impact of virtual experiments on students’ development48
A meta-thematic analysis of using technology-mediated gamification tools in the learning process48
Strategies for enhancing online flipped learning: a systematic review of empirical studies during the COVID-19 pandemic47
Effects of an article-structure strategy-based spherical video-based virtual reality approach on EFL learners’ English reading comprehension and learning conceptions44
The CRAFTS learning framework: equipping learners to create relevant, accessible, fun, tailored and scholarly activities in higher education43
Using English and native language storytelling strategy to teach social media skills for marketing among women okra farmers43
Understanding emotions in English Language learning in virtual worlds42
Digital school or online game? Factors determining 3D virtual worlds in language classrooms for pre-service teachers41
Preschoolers’ initial planning time on problem-solving performance across task difficulties: insights from intelligent tutoring mobile application log data41
Diagnostic classification modeling of EFL learners’ online learning performances during COVID-19 pandemic: individual vs. interactive learning40
Reuse experience and learning in driving simulation systems39
Determinants associated with an effective online learning system of a teachers’ training college in Awi Zone, Ethiopia during the COVID-19 pandemic39
Digital citizenship education: an in-depth study of teaching practices and research insights38
Examining correlation between online readiness and content-type preferences of adult learners in an online learning environment37
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