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 2021-06-01 to 2025-06-01.)
ArticleCitations
How peer feedback with regulation scripts contributes to the development of critical thinking in dialogues: strengthening cognitive and affective feedback content294
EW-KNN: evaluating information technology courses in high school with a non-parametric cognitive diagnosis method241
How to improve drivers’ hazard perception ability? an interactive training method based on VR technology and the Unity 3D Platform227
Robots facilitate self-talk: effects on ownership, self-efficacy, and learning performance218
Implementation effect of integrating cooperative inquiry into blended learning: analysis of students’ goal setting, task value, and well-being195
The problem-based approach in online music education: how to teach students to control singing with piano accompaniment?175
Unlocking the digital world: empowering seniors via lifelong learning through digital technology157
Using game-based learning to teach young people about privacy and online safety153
Enhancing perspective-taking and empathy in children with autism spectrum disorder through asymmetric VR games and peer collaboration102
The CRAFTS learning framework: equipping learners to create relevant, accessible, fun, tailored and scholarly activities in higher education94
BIM associated with virtual and augmented reality resources in an educational context: a systematic literature review86
Using digital canvas to facilitate student questioning in large lecture classes: a mixed-methods study72
Using mobile technology acceptance model to explore the satisfaction and continuous use of live streaming for training72
Improving students’ creativity in familiar versus unfamiliar mobile-assisted language learning environments62
Regional contextualization of culturally responsive online distance pedagogy (CRODP) among Southeast Asia higher educators61
Design strategies to integrate creative learning in elementary school curricula through computer programming activities61
Effects of an article-structure strategy-based spherical video-based virtual reality approach on EFL learners’ English reading comprehension and learning conceptions59
Strategies for enhancing online flipped learning: a systematic review of empirical studies during the COVID-19 pandemic58
Efficiency of blended learning of calculus content during the Covid19 crisis54
How much is a “feedback” worth? User engagement and interaction for computer-supported adaptive quizzing53
The gamer psychology: a psychological perspective on game design and gamification53
Personalised gamification enhances student participation but produces mixed effects on emotional and cognitive engagements: a systematic review51
A meta-thematic analysis of using technology-mediated gamification tools in the learning process51
The effectiveness of VR environment on primary and secondary school students’ learning performance in science courses47
Task motivation enhances creative performance in online groups, but not interpersonal interaction45
Individuals in a group: exploring engagement patterns via within-group configurations of role profiles and their impact on performance in collaborative problem solving45
Proposing a task-oriented chatbot system for EFL learners speaking practice43
Let’s play together: ways of parent–child digital co-play for learning42
Exploring maternal perceptions of critical digital engagement practices in Iranian children42
Facial expressions capturing emotional engagement while learning with desktop VR: the impact of emotional regulation and personality traits40
AI-facilitated reflective practice in physical education: an auto-assessment and feedback approach40
From empathy to quality long-term care: a generative AI-based art therapy approach based on the self-directed learning model39
Using learning analytics to understand the learning design patterns of K12 synchronous language teaching38
Understanding emotions in English Language learning in virtual worlds37
Influence of achievement goal on technology use among undergraduates in Malaysia36
Examining correlation between online readiness and content-type preferences of adult learners in an online learning environment36
0.068789005279541