Interactive Learning Environments

Papers
(The median citation count of Interactive Learning Environments is 3. 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 2022-01-01 to 2026-01-01.)
ArticleCitations
Implementation effect of integrating cooperative inquiry into blended learning: analysis of students’ goal setting, task value, and well-being423
How much is a “feedback” worth? User engagement and interaction for computer-supported adaptive quizzing412
EW-KNN: evaluating information technology courses in high school with a non-parametric cognitive diagnosis method369
Effects of an article-structure strategy-based spherical video-based virtual reality approach on EFL learners’ English reading comprehension and learning conceptions301
Using English and native language storytelling strategy to teach social media skills for marketing among women okra farmers223
The CRAFTS learning framework: equipping learners to create relevant, accessible, fun, tailored and scholarly activities in higher education180
Efficiency of blended learning of calculus content during the Covid19 crisis151
Using game-based learning to teach young people about privacy and online safety124
The problem-based approach in online music education: how to teach students to control singing with piano accompaniment?101
Personalized learning in a perforce single-student environment: the role of self-efficacy and self-regulation96
The gamer psychology: a psychological perspective on game design and gamification88
Unlocking the digital world: empowering seniors via lifelong learning through digital technology87
Using mobile technology acceptance model to explore the satisfaction and continuous use of live streaming for training85
How to improve drivers’ hazard perception ability? an interactive training method based on VR technology and the Unity 3D Platform79
Exploring the influential factors and key dimensions of AI information literacy among high school students: a social-ecological perspective72
Improving students’ creativity in familiar versus unfamiliar mobile-assisted language learning environments70
Individuals in a group: exploring engagement patterns via within-group configurations of role profiles and their impact on performance in collaborative problem solving69
BIM associated with virtual and augmented reality resources in an educational context: a systematic literature review67
Digital interdisciplinary training methods: Web and VR-assisted incorporation of dance, piano and erhu into integrated arts education67
A meta-analysis of the impact of virtual experiments on students’ development57
A meta-thematic analysis of using technology-mediated gamification tools in the learning process54
Task motivation enhances creative performance in online groups, but not interpersonal interaction53
Analyzing and addressing the trust crisis in digital space education: restoration strategies based on causes50
Exploring maternal perceptions of critical digital engagement practices in Iranian children49
Enhancing perspective-taking and empathy in children with autism spectrum disorder through asymmetric VR games and peer collaboration48
AI integration in EFL teacher development: a mixed-methods evaluation of digital competency, professional trajectories, and pedagogical innovation within adaptive learning ecosystems48
Strategies for enhancing online flipped learning: a systematic review of empirical studies during the COVID-19 pandemic46
Robots facilitate self-talk: effects on ownership, self-efficacy, and learning performance46
The effectiveness of VR environment on primary and secondary school students’ learning performance in science courses46
AI-facilitated reflective practice in physical education: an auto-assessment and feedback approach45
How peer feedback with regulation scripts contributes to the development of critical thinking in dialogues: strengthening cognitive and affective feedback content43
Personalised gamification enhances student participation but produces mixed effects on emotional and cognitive engagements: a systematic review42
Understanding emotions in English Language learning in virtual worlds41
Preschoolers’ initial planning time on problem-solving performance across task difficulties: insights from intelligent tutoring mobile application log data40
Diagnostic classification modeling of EFL learners’ online learning performances during COVID-19 pandemic: individual vs. interactive learning39
Digital school or online game? Factors determining 3D virtual worlds in language classrooms for pre-service teachers39
Virtual reality scenarios to reduce stress of assessment in university students: gender perspective guidelines38
Determinants associated with an effective online learning system of a teachers’ training college in Awi Zone, Ethiopia during the COVID-19 pandemic38
How does adaptive gamification impact different types of student motivation over time?36
Working on a digital research-based collaborative project in higher education: students’ perspectives on benefits and challenges36
Friend, tool, or threat? High school students’ and teachers’ perspectives on AI in learning36
Technology education in early childhood education: a systematic review35
From empathy to quality long-term care: a generative AI-based art therapy approach based on the self-directed learning model35
Sign language in immersive virtual reality: design, development, and evaluation of a virtual reality learning environment prototype35
Reuse experience and learning in driving simulation systems34
Online lab design for aviation engineering students in higher education: a pilot study34
Digital citizenship education: an in-depth study of teaching practices and research insights34
Evaluating science teachers’ flipped learning readiness: a GETAMEL approach test34
Examining correlation between online readiness and content-type preferences of adult learners in an online learning environment33
Cameras on or off during online synchronous courses? That is the question: an analysis of university faculty caring intelligence32
Educational process in E-learning activity for elderly people: a systematic review32
Harnessing the wisdom of YouTube: how self-directed learners achieve personalized learning through technological affordances31
Virtual reality learning environments: using high-fidelity avatars to enhance distance learning experience31
Comparative analysis of the distance learning implementation in Ukrainian system of higher education during the COVID-19 pandemic and martial law30
Collaborative digital game design and play to facilitate college students’ creativity development30
Research on the correlativity between individual status in social network and corresponding concept network characteristics in a cMOOC29
Understanding self-regulation, achievement emotions, and mindset of undergraduates in emergency remote teaching: a latent profile analysis29
Exploring dynamics of emotional reactions in online collaboration of communities of learners and their relations with learning outcomes29
Multimodal video projects as a catalyst for language proficiency, problem-solving, and creativity29
Identifying student motivations for webcam use in online courses29
Child–robot interaction: designing robot mediation to facilitate friendship behaviors29
Modern technology-enabled approaches in preschool music education29
The effects of goal-based scenarios used for programming education of 5th graders29
The impact of metacognitive scaffolding on deep learning in a GenAI-supported learning environment29
Using learning analytics to understand the learning design patterns of K12 synchronous language teaching29
Influence of achievement goal on technology use among undergraduates in Malaysia28
Effects of a contextualised reflective mechanism-based augmented reality learning model on students’ scientific inquiry learning performances, behavioural patterns, and higher order thinking28
A simple model of smart learning environment27
Facial expressions capturing emotional engagement while learning with desktop VR: the impact of emotional regulation and personality traits27
Orchestration of learning environments in the digital world27
Investigating cognitive engagement patterns in online collaborative learning: a temporal learning analytic study27
A multilevel regression analysis of computer-mediated communication in synchronous and asynchronous contexts and digital reading achievement in Japanese students26
Academic stress detection based on multisource data: a systematic review from 2012 to 202426
Scheduling personalized study plans considering the stress factor26
Exploring factors affecting the preservice mathematics teachers’ use of digital mathematics learning media during online teaching practice25
Bridging the digital divide: tailoring learning platforms for the elderly based on learning styles and digital skills25
Understanding emotions in English language learning in virtual worlds25
An intervention framework for developing interactive video lectures based on video clickstream behavior: a quasi-experimental evaluation25
Co-design in somewhere: the interpretations of interior design students on future architectural scenarios in metaverse24
3D desktop virtual reality as a facilitator of the learning quality and of strengthening students’ results24
Attitudes to E-learning among faculty and students at a Palestinian University: implications for a blended-learning model24
Unearthing Iranian mothers’ mediation strategies during their children’s home digital literacy practices in English24
“Learn to Argue” and “Argue to Learn”: meta-analysis of effective instructional design for online scientific argumentation activities24
Vocal creativity: analyzing students song making processes in blended learning24
Experiencing historical events through a VR environment to enhance learning achievement, interest, motivation, and emotional reflections24
Promoting tacit knowledge sharing through online collaborative learning in higher education: evidence from Logit–ISM analysis24
Does using a 2D avatar-based platform prevent the participation in synchronous classes of autistic students?24
Virtual-assessment performance hampered by slow adaptation to tech environment23
Practical implications for design professionals: integrating emerging patterns into new media interface design23
Exploring the role of high school students’ internet use on their internet self-efficacy: a structural equation model23
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, 23
Putting the pieces together: comparing the effect of jigsaw cooperative learning and lecture on public health students’ knowledge, performance, and satisfaction22
Towards a model for primary students’ behavioral intention to learn AI: programming ability, AI literacy and ethics as three fundamental pillars22
Promoting young learners’ computational thinking with AI-based robots and the ICAP model in blended learning contexts21
Teaching cooperative learning through cooperative learning environment: a qualitative follow-up of an experimental study21
Perceptions of nursing students on the effect of cooperative learning on academic achievement and learning environment21
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-SEM21
Effects of incorporating a two-tier assessment-based guiding mechanism into contextual games on students’ learning achievement and behaviors in horticultural education21
Enhance affective expression and social reciprocity for children with autism spectrum disorder: using virtual reality headsets at schools20
Modeling the relationship between internet epistemic belief, digital literacy and social media engagement of adult social media users: a practical implication for education20
Bayesian factorial regression of perceived barriers in robotics education: heterogeneous associations by career stage, gender, and training20
Influence of ASSURE model in enhancing educational technology20
Applied the augmented reality technology combined with social stories strategies and computational thinking games to improve the social skills of children with ASD20
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
Possibilities of Extended Reality in education19
Generative AI (GenAI) in the language classroom: A systematic review19
Transitioning to virtual reality learning in 5E learning model: pedagogical practices for science learning19
Maximising academic achievement in online learning: the role of student-content engagement strategies and profiles19
Correction19
Differentiated instruction in digital video games: STEM teacher candidates using technology to meet learners’ needs19
Comparative analysis of master and doctoral postgraduate training process in global mining institutions18
Exploring the relationship of elementary school teachers’ virtual community participation on classroom management by using knowledge sharing as a mediating effect18
Assessment of digital skills of university MOOC instructors: a systematic quantitative study of multidimensional indicators18
“ChatGPT is like a study buddy, a teacher and sometimes just a friend”: a longitudinal exploration of students’ interactions, perception and acceptance18
Quantifying complexity: a comprehensive study of technical fuzziness, team learning, and project performance18
Predicting programming performance by using process behavior in a block-based programming environment18
Exploring learning game core dynamics for engagement: a 2-year cross-case comparison of geography undergraduates’ perceptions of Biomes Rescue , a platformer game18
A profile analysis of computer-supported collaborative learning motivation in Chinese higher education: integrating achievement goal and expectancy-value perspectives18
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 perspective18
Questioning the role of AI as collaborator: a systematic literature review of generative AI-supported knowledge construction18
An educational mobile augmented reality system to enhance undergraduate performance and motivation in design theory courses18
ChatGPT addiction predicted by openness to using new technology and self-efficacy, and reflected in continuous intention17
A qualitative study of students’ lived experience and perceptions of using ChatGPT: immediacy, equity and integrity17
The operating room as a clinical learning environment in the views of nursing students: A qualitative research17
Enhancing emotional understanding in teacher education: the role of perspective-taking in effective simulation training17
Effects of sentiment discreteness on MOOCs’ disconfirmation: text analytics in online reviews17
An argumentation experience regarding concepts of calculus with ChatGPT17
Understanding the perceived pedagogical value ofJazzQuizin interactive hybrid learning among university students: a technology acceptance analysis16
Utilizing clickstream data to reveal the time management of self-regulated learning in a higher education online learning environment16
A multi-method study on influencing factors of teachers’ willingness to use generative artificial intelligence16
Examining motivational factors influencing self-explanation quality and mathematics achievement in online learning for junior high students16
The effect of fragmented learning ability on college students’ online learning satisfaction: exploring the mediating role of affective, behavioral, and cognitive engagement16
Concept mapping in computer-supported learning environments: a bibliometric analysis16
Synergizing AI and collaborative learning: a new approach to Chinese character acquisition in lower elementary education16
Using digital web forms as a tool for interactive stories to promote second language reading16
Applying Augmented reality to enhance physics laboratory experience: does learning anxiety matter?16
Research on the sustainable development of new media physical teaching: big data analysis of the relevance of language expression ability15
Teaching empathy: a comparative analysis of real, virtual, and AI-driven methods15
Optimizing personalised recommender systems for teachers’ digital learning models using deep learning algorithms15
An emotion analysis dataset of course comment texts in massive online learning course platforms15
Beyond watching: the PeerTuber effect on learning, engagement, and creativity15
Statement of Retraction: Meta-analyses of effects of augmented reality on educational outcomes over a decade Interactive Learning Environments15
Automatically exploring learning experience, interaction pattern, challenge-skill balance, and their relationships in online learning15
Examining learning outcomes and engagement in online peer assessment: the impact of social network prestige among teacher-learners15
Ease over effort: achieving consistent learning outcomes through a more relaxed approach in immersive virtual reality for hands-on education15
Exploring the mechanisms of data-supported reflective assessment for pre-service teachers’ knowledge building15
Unlocking the power of robots: enhancing computational thinking through innovative teaching methods14
Understanding the impact of online teaching on students’ learning and performance: a post-pandemic analysis14
Self-regulated learner profiles in MOOCs: A cluster analysis based on the item response theory14
Investigating the relationships among peer moderation, cognitive engagement, and learning achievement in online discussion forums14
The tensions of student engagement with technology14
Augmenting experience with technologies: a two-tier experiential augmented reality approach to promoting students’ deep learning and conceptual understanding in a human body program14
Using a holographic application in learning medical terminology for English as a foreign language students14
How does the type of online peer feedback influence feedback quality, argumentative essay writing quality, and domain-specific learning?14
Serious games to assess university students’ soft skills: investigating the effectiveness of a gamified assessment prototype14
Unlocking the potential of GPT-3 in education: opportunities, limitations, and recommendations for effective integration14
An e-learning “process-situation-result” network under off-line teaching and on-line teaching14
Interactive learning: harnessing technology to alleviate foreign language anxiety in foreign literature education14
Experiential and inquiry-based learning approaches; correlated exploration on usage in selected secondary schools in Bugiri District, Eastern Uganda14
Video-based instruction for individuals with learning disabilities: a systematic review and meta-analysis14
The effect of mobile image recognition-based augmented reality application on students’ acquisition of science processing skills and motivations to learn science14
Information economics of teaching: a transactional perspective on pedagogical reasoning to provide a typology of pedagogical equilibrium13
Structural relationship of academic self-efficacy, mobile learning readiness, and academic performance among graduate students: a mediation study13
Conceptualizing the Edu-Metaverse ecosystem based on an analysis of the Edu-Metaverse development in China13
You're not alone while programming! Challenges faced by high school students, generative AI solutions and issues13
Multi-level students’ sense of community development in hybrid and online learning environments at higher educational institutions: a systematic literature review13
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
Global teaching style adaptations and curriculum adjustments for school students during COVID-1913
Teaching and mobile learning: interactive educational design13
A scoping review of embodied conversational agents in education: trends and innovations from 2014 to 202413
Research on the architecture and practice of inquiry learning model integrated with digital twin13
Analyzing interaction patterns and content dynamics in an online mathematics discussion board13
Disruptive talk in online collaborative discussions: profiles and their impact on cognitive engagement13
The benefits and drawbacks of adopting mobile learning as perceived by junior high school teachers in Taiwan13
Knowledge diffusion and convergence in open learning environments as a social contagion13
A systematic literature review of serious games teaching sign language12
E-service-learning is equally effective as traditional service-learning in enhancing student developmental outcomes12
The role of learners’ characteristics in educational gamification systems: a systematic meta-review of the literature12
The effectiveness of a VR-based mobile learning system for university students to learn geological knowledge12
AI-powered augmented reality glasses enhance interactive immersive learning for young children12
Understanding factors influencing ESL student teachers’ adoption of classroom response systems: an integration of TAM and AOI theory12
Human–computer pragmatics trialled: some (im)polite interactions with ChatGPT 4.0 and the ensuing implications12
Building a scaffolding framework with field environment digest system in high school agricultural education12
Assessing reading comprehension in CET-4: a cross-sectional case study12
Exploring the effects of different types of socio-cognitive conflict on performance in collaborative problem solving: the role of socially shared regulation12
Enhancing learning outcomes through interest cluster analysis in interactive learning environment12
Transactional distance perceptions, student engagement, and course satisfaction in flipped learning: a correlational study12
Interacting with a humanized dual-LLM agent: an exploratory study of individual and collaborative modes in language proficiency and critical thinking awareness12
Investigating chain mediation effects of grit and sense of belonging in the relationship between digital fatigue and academic resilience among high school students12
Improving learning performance through AI-enabled task completing and network building: integrating task-technology fit and social-technology fit perspectives12
Perceived influence of artificial intelligence on educational leadership decision making, teaching and learning outcomes: a transcendental phenomenological study12
Exploring the impact of AIGC on learning performance: a moderated mediation analysis between system-paced and self-paced video learning12
Intelligent tutoring systems based on the theory of multiple intelligences: a Systematic Literature Review12
Automated feedback complements online dialogic peer feedback: fostering L2 writers’ feedback quality and self-regulatory writing strategy use12
Personalized learning supported by learning analytics: a systematic review of functions, pathways, and educational outcomes12
Interactive environment for music education: developing certain thinking skills in a mobile or static interactive environment11
The six factors model for successful implementation of IVR in higher education11
A sibling interaction analysis dataset (SIBD): a scenario of screen-free programmable robotics in Chinese households11
A systematic review of SVVR in language education in terms of the ADDIE model11
Modeling temporal cognitive topic to uncover learners’ concerns under different cognitive engagement patterns11
Online engagement of students: investigating the drivers of online teaching competencies and innovative teaching11
Profiling digital nativeness of pre-service teachers: validity evidence for the Vietnamese Digital Natives Assessment Scale (V-DNAS)11
Consistency in the formation of culture-general competencies of economics students in the blended learning environment11
An empirical framework for developing and evaluating a Virtual Assembly Training System in learning factories11
Power of nonverbal behavior in online business negotiations: understanding trust, honesty, satisfaction, and beyond11
Longitudinal reading outcome and cognitive load in individual- and collaboration-based environments11
Which factor most influences the decision of 10th grade students to use ChatGPT for programming education? A case study in Da Nang City, Vietnam11
Using virtual reality to enhance students’ chorus conducting performance11
Effect of multimedia on student performance: the case of Chinese musical classes11
A two-phase systematic literature review on the use of serious games for sustainable environmental education11
Teacher's view of the educational relationship between teenagers and smartphones in Spain11
Effectiveness of a gamified learning analytics dashboard with coregulation mechanism for self-regulated learning in college ethics courses11
The community of inquiry, shared metacognition, and student engagement in online learning: a systematic review11
How does teacher-student interaction shape students’ verbal participation initiative? A multimodal analysis of 2 018 classroom video recordings11
Learners’ positive and negative emotion, various cognitive processing, and cognitive effectiveness and efficiency in situated task-centered digital game-based learning with different scaffolds11
The guts of assessment: a digital architecture for machine learning and analogue judgement11
Cultivating self-directed learning abilities in K-12 students through immersive online virtual tours11
The history of rural education in China using technology flipped classroom at the university: a case study for developing countries11
Is social interaction a catalyst for digital environments? Exploring affordances of synchronous delivery in online CLIL11
Evaluation and developmental suggestions on undergraduates’ computational thinking: a theoretical framework guided by Marzano’s new taxonomy11
Effects of a VR-based blended approach on tourist geographic literacy, satisfaction, and problem-solving in geography field trips11
Relationship between the use of ChatGPT for academic purposes and plagiarism: the influence of student-related variables on cheating behavior.11
A virtual reality-based collaborative argument mapping approach in the EFL classroom11
Personal learning environment toward lifelong learning: an ontology-driven conceptual model11
AI for all? Exploring college student inequalities in generative artificial intelligence performance with Bourdieu’s theory of practice11
Application of multi-agent systems in legal education: the impact of multi-agent mock trial exercises on student satisfaction, core skill enhancement, and cognitive development11
Does gender-stereotyped gamification increase negative thinking? Results from an experimental study with logic tutoring systems10
Undergraduate student's perception of using video conferencing tools under lockdown amidst COVID-19 pandemic in Ghana10
The effect of educational mobile games on learning performance: a meta-analysis and research synthesis10
Leveraging peer interaction for solving mathematical proof problems: a learning analytics approach in online collaborative environments10
Enhancing student creative and critical thinking in generative AI-empowered creation: a mind-mapping approach10
The opportunities and challenges of ChatGPT in education10
Comparing the effectiveness of immersive virtual reality and non-immersive video in memorizing soccer tactics: the influence of visuospatial abilities10
Impacts of digital game-based flipped teaching approach on learning effectiveness of the students with different prior knowledge levels10
Enhancing furniture production and process management knowledge in woodworking students using VR CAVE technology and collaborative task allocation strategy10
Building a self-evolving iMonsters board game for cyber-security education10
Teacher-student relationship quality, school psychological capital, and academic engagement in Chinese EFL learning context: a mediation analysis10
Acceptance of e-learning technology by government school teachers: application of extended technology acceptance model10
Interactive augmented reality application using animal flashcards for education of children10
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 systems10
Artificial intelligence-supported procedural scaffolding for promoting EFL learners’ writing performance in flipped peer assessment activities10
Correction10
Determinants of Generative Artificial Intelligence (GenAI) adoption among university students and its impact on academic performance: the mediating role of trust in technology10
Commenting on learning Korean on TikTok and YouTube10
Exploring learners’ attitudes towards meme consumption and their implications for classroom use10
Impact of a metaverse experience based on peer-facilitated learning on the sustainable education of university students10
Team-based learning with group awareness: impact on students with different self-regulated learning levels10
The study on the influence factors of intention to continue using MOOCs: integrating UTAUT model and social presence10
Fostering critical thinking in higher education: an intelligent dialogue-based approach empowered by conversational AI10
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