Interactive Learning Environments

Papers
(The H4-Index of Interactive Learning Environments is 36. 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 2021-09-01 to 2025-09-01.)
ArticleCitations
EW-KNN: evaluating information technology courses in high school with a non-parametric cognitive diagnosis method363
Implementation effect of integrating cooperative inquiry into blended learning: analysis of students’ goal setting, task value, and well-being304
Digital interdisciplinary training methods: Web and VR-assisted incorporation of dance, piano and erhu into integrated arts education277
Task motivation enhances creative performance in online groups, but not interpersonal interaction251
Using game-based learning to teach young people about privacy and online safety192
Exploring maternal perceptions of critical digital engagement practices in Iranian children165
Strategies for enhancing online flipped learning: a systematic review of empirical studies during the COVID-19 pandemic125
A meta-thematic analysis of using technology-mediated gamification tools in the learning process114
Individuals in a group: exploring engagement patterns via within-group configurations of role profiles and their impact on performance in collaborative problem solving102
Unlocking the digital world: empowering seniors via lifelong learning through digital technology84
How peer feedback with regulation scripts contributes to the development of critical thinking in dialogues: strengthening cognitive and affective feedback content81
BIM associated with virtual and augmented reality resources in an educational context: a systematic literature review77
Using digital canvas to facilitate student questioning in large lecture classes: a mixed-methods study74
Effects of an article-structure strategy-based spherical video-based virtual reality approach on EFL learners’ English reading comprehension and learning conceptions72
Improving students’ creativity in familiar versus unfamiliar mobile-assisted language learning environments71
How much is a “feedback” worth? User engagement and interaction for computer-supported adaptive quizzing65
The effectiveness of VR environment on primary and secondary school students’ learning performance in science courses61
Design strategies to integrate creative learning in elementary school curricula through computer programming activities61
A meta-analysis of the impact of virtual experiments on students’ development60
Personalised gamification enhances student participation but produces mixed effects on emotional and cognitive engagements: a systematic review58
The gamer psychology: a psychological perspective on game design and gamification56
The CRAFTS learning framework: equipping learners to create relevant, accessible, fun, tailored and scholarly activities in higher education53
Enhancing perspective-taking and empathy in children with autism spectrum disorder through asymmetric VR games and peer collaboration50
How to improve drivers’ hazard perception ability? an interactive training method based on VR technology and the Unity 3D Platform48
Robots facilitate self-talk: effects on ownership, self-efficacy, and learning performance46
AI-facilitated reflective practice in physical education: an auto-assessment and feedback approach46
Using mobile technology acceptance model to explore the satisfaction and continuous use of live streaming for training45
The problem-based approach in online music education: how to teach students to control singing with piano accompaniment?43
Understanding emotions in English Language learning in virtual worlds43
Efficiency of blended learning of calculus content during the Covid19 crisis43
Orchestration of learning environments in the digital world42
Modern technology-enabled approaches in preschool music education41
Cameras on or off during online synchronous courses? That is the question: an analysis of university faculty caring intelligence39
Virtual reality learning environments: using high-fidelity avatars to enhance distance learning experience38
Academic stress detection based on multisource data: a systematic review from 2012 to 202437
The effects of goal-based scenarios used for programming education of 5th graders36
Understanding self-regulation, achievement emotions, and mindset of undergraduates in emergency remote teaching: a latent profile analysis36
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