Interactive Learning Environments

Papers
(The TQCC of Interactive Learning Environments is 8. 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
The gamer psychology: a psychological perspective on game design and gamification53
How much is a “feedback” worth? User engagement and interaction for computer-supported adaptive quizzing53
A meta-thematic analysis of using technology-mediated gamification tools in the learning process51
Personalised gamification enhances student participation but produces mixed effects on emotional and cognitive engagements: a systematic review51
The effectiveness of VR environment on primary and secondary school students’ learning performance in science courses47
Individuals in a group: exploring engagement patterns via within-group configurations of role profiles and their impact on performance in collaborative problem solving45
Task motivation enhances creative performance in online groups, but not interpersonal interaction45
Proposing a task-oriented chatbot system for EFL learners speaking practice43
Exploring maternal perceptions of critical digital engagement practices in Iranian children42
Let’s play together: ways of parent–child digital co-play for learning42
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
Examining correlation between online readiness and content-type preferences of adult learners in an online learning environment36
Influence of achievement goal on technology use among undergraduates in Malaysia36
Modern technology-enabled approaches in preschool music education34
Orchestration of learning environments in the digital world34
Sign language in immersive virtual reality: design, development, and evaluation of a virtual reality learning environment prototype33
Child–robot interaction: designing robot mediation to facilitate friendship behaviors33
Adopting social media for learning among university students: a developing country perspective32
Investigating cognitive engagement patterns in online collaborative learning: a temporal learning analytic study32
Cameras on or off during online synchronous courses? That is the question: an analysis of university faculty caring intelligence32
A simple model of smart learning environment31
The impact of metacognitive scaffolding on deep learning in a GenAI-supported learning environment30
Virtual reality scenarios to reduce stress of assessment in university students: gender perspective guidelines30
How does adaptive gamification impact different types of student motivation over time?29
Harnessing the wisdom of YouTube: how self-directed learners achieve personalized learning through technological affordances29
Effects of a contextualised reflective mechanism-based augmented reality learning model on students’ scientific inquiry learning performances, behavioural patterns, and higher order thinking29
Online lab design for aviation engineering students in higher education: a pilot study28
Academic stress detection based on multisource data: a systematic review from 2012 to 202428
The effects of goal-based scenarios used for programming education of 5th graders28
Digital school or online game? Factors determining 3D virtual worlds in language classrooms for pre-service teachers28
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 learning27
Understanding self-regulation, achievement emotions, and mindset of undergraduates in emergency remote teaching: a latent profile analysis27
Educational process in E-learning activity for elderly people: a systematic review27
Virtual reality learning environments: using high-fidelity avatars to enhance distance learning experience27
Identifying student motivations for webcam use in online courses27
Exploring dynamics of emotional reactions in online collaboration of communities of learners and their relations with learning outcomes27
Determinants associated with an effective online learning system of a teachers’ training college in Awi Zone, Ethiopia during the COVID-19 pandemic27
Technology education in early childhood education: a systematic review26
An experiential learning-based virtual reality approach to fostering problem-resolving competence in professional training26
Working on a digital research-based collaborative project in higher education: students’ perspectives on benefits and challenges26
Research on the correlativity between individual status in social network and corresponding concept network characteristics in a cMOOC26
Evaluating science teachers’ flipped learning readiness: a GETAMEL approach test26
Collaborative digital game design and play to facilitate college students’ creativity development26
Educational Data Mining versus Learning Analytics: A Review of Publications From 2015 to 201925
Comparative analysis of the distance learning implementation in Ukrainian system of higher education during the COVID-19 pandemic and martial law25
Towards a model for primary students’ behavioral intention to learn AI: programming ability, AI literacy and ethics as three fundamental pillars25
A multilevel regression analysis of computer-mediated communication in synchronous and asynchronous contexts and digital reading achievement in Japanese students23
Applied the augmented reality technology combined with social stories strategies and computational thinking games to improve the social skills of children with ASD23
Effects of incorporating a two-tier assessment-based guiding mechanism into contextual games on students’ learning achievement and behaviors in horticultural education23
Vocal creativity: analyzing students song making processes in blended learning23
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-SEM23
Scheduling personalized study plans considering the stress factor23
Modeling the relationship between internet epistemic belief, digital literacy and social media engagement of adult social media users: a practical implication for education23
3D desktop virtual reality as a facilitator of the learning quality and of strengthening students’ results23
“Learn to Argue” and “Argue to Learn”: meta-analysis of effective instructional design for online scientific argumentation activities23
Understanding emotions in English language learning in virtual worlds22
Possibilities of Extended Reality in education22
Enhance affective expression and social reciprocity for children with autism spectrum disorder: using virtual reality headsets at schools22
Interactive learning environments collections request22
Maximising academic achievement in online learning: the role of student-content engagement strategies and profiles22
Teaching cooperative learning through cooperative learning environment: a qualitative follow-up of an experimental study22
An intervention framework for developing interactive video lectures based on video clickstream behavior: a quasi-experimental evaluation22
Co-design in somewhere: the interpretations of interior design students on future architectural scenarios in metaverse22
Differentiated instruction in digital video games: STEM teacher candidates using technology to meet learners’ needs22
Virtual-assessment performance hampered by slow adaptation to tech environment21
Exploring factors affecting the preservice mathematics teachers’ use of digital mathematics learning media during online teaching practice21
Influence of ASSURE model in enhancing educational technology21
Promoting young learners’ computational thinking with AI-based robots and the ICAP model in blended learning contexts21
Putting the pieces together: comparing the effect of jigsaw cooperative learning and lecture on public health students’ knowledge, performance, and satisfaction21
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 the role of high school students’ internet use on their internet self-efficacy: a structural equation model21
A systematic review of VR/AR applications in vocational education: models, affects, and performances20
Perceptions of nursing students on the effect of cooperative learning on academic achievement and learning environment20
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
Practical implications for design professionals: integrating emerging patterns into new media interface design20
Transitioning to virtual reality learning in 5E learning model: pedagogical practices for science learning20
Generative AI (GenAI) in the language classroom: A systematic review20
Examining learning outcomes and engagement in online peer assessment: the impact of social network prestige among teacher-learners19
An emotion analysis dataset of course comment texts in massive online learning course platforms19
PBL-based VR course for preservice teachers’ designing skills in applied university under coronavirus19
Correction18
Exploring learning game core dynamics for engagement: a 2-year cross-case comparison of geography undergraduates’ perceptions of Biomes Rescue , a platformer game18
Applying Augmented reality to enhance physics laboratory experience: does learning anxiety matter?18
Assessment of digital skills of university MOOC instructors: a systematic quantitative study of multidimensional indicators18
Examining motivational factors influencing self-explanation quality and mathematics achievement in online learning for junior high students18
The effect of fragmented learning ability on college students’ online learning satisfaction: exploring the mediating role of affective, behavioral, and cognitive engagement18
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 intention18
Comparative analysis of master and doctoral postgraduate training process in global mining institutions18
An argumentation experience regarding concepts of calculus with ChatGPT17
Understanding the perceived pedagogical value ofJazzQuizin interactive hybrid learning among university students: a technology acceptance analysis17
The operating room as a clinical learning environment in the views of nursing students: A qualitative research17
Exploring the relationship of elementary school teachers’ virtual community participation on classroom management by using knowledge sharing as a mediating effect17
Predicting programming performance by using process behavior in a block-based programming environment17
Teaching the CLIL technology to rising IT teachers17
Utilizing clickstream data to reveal the time management of self-regulated learning in a higher education online learning environment17
A systematic review of mobile-assisted oral communication development from selected papers published between 2010 and 201917
Effects of sentiment discreteness on MOOCs’ disconfirmation: text analytics in online reviews17
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 perspective17
Concept mapping in computer-supported learning environments: a bibliometric analysis17
Using digital web forms as a tool for interactive stories to promote second language reading17
A qualitative study of students’ lived experience and perceptions of using ChatGPT: immediacy, equity and integrity16
Serious games to assess university students’ soft skills: investigating the effectiveness of a gamified assessment prototype16
Ease over effort: achieving consistent learning outcomes through a more relaxed approach in immersive virtual reality for hands-on education16
Investigating the relationships among peer moderation, cognitive engagement, and learning achievement in online discussion forums16
The tensions of student engagement with technology16
A scoping review of embodied conversational agents in education: trends and innovations from 2014 to 202416
Research on the sustainable development of new media physical teaching: big data analysis of the relevance of language expression ability16
Video-based instruction for individuals with learning disabilities: a systematic review and meta-analysis16
Using an onomatopoeic tool in usability test with blind people16
Unlocking the power of robots: enhancing computational thinking through innovative teaching methods16
Exploring the mechanisms of data-supported reflective assessment for pre-service teachers’ knowledge building16
Self-regulated learner profiles in MOOCs: A cluster analysis based on the item response theory15
Converting a conventional flipped class into a synchronous online flipped class during COVID-19: university students’ self-regulation skills and anxiety15
Unlocking the potential of GPT-3 in education: opportunities, limitations, and recommendations for effective integration15
Interactive learning: harnessing technology to alleviate foreign language anxiety in foreign literature education15
Experiential and inquiry-based learning approaches; correlated exploration on usage in selected secondary schools in Bugiri District, Eastern Uganda15
Automatically exploring learning experience, interaction pattern, challenge-skill balance, and their relationships in online learning15
Knowledge diffusion and convergence in open learning environments as a social contagion15
How does the type of online peer feedback influence feedback quality, argumentative essay writing quality, and domain-specific learning?15
The mutual influence of an instructor’s eye gaze and facial expression in video lectures15
An e-learning “process-situation-result” network under off-line teaching and on-line teaching15
The effect of mobile image recognition-based augmented reality application on students’ acquisition of science processing skills and motivations to learn science15
Effects of technology application on museum learning: a meta-analysis of 42 studies published between 2011 and 202114
Research on the architecture and practice of inquiry learning model integrated with digital twin14
Using a holographic application in learning medical terminology for English as a foreign language students14
Understanding the impact of online teaching on students’ learning and performance: a post-pandemic analysis14
Enhancing learning outcomes through interest cluster analysis in interactive learning environment14
Statement of Retraction: Meta-analyses of effects of augmented reality on educational outcomes over a decade Interactive Learning Environments14
Multi-level students’ sense of community development in hybrid and online learning environments at higher educational institutions: a systematic literature review14
The benefits and drawbacks of adopting mobile learning as perceived by junior high school teachers in Taiwan14
A systematic review of SVVR in language education in terms of the ADDIE model13
Automated feedback complements online dialogic peer feedback: fostering L2 writers’ feedback quality and self-regulatory writing strategy use13
Evaluation and developmental suggestions on undergraduates’ computational thinking: a theoretical framework guided by Marzano’s new taxonomy13
Book review: teacher learning in the digital age: online professional development in STEM education13
Relationship between the use of ChatGPT for academic purposes and plagiarism: the influence of student-related variables on cheating behavior.13
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
Modeling temporal cognitive topic to uncover learners’ concerns under different cognitive engagement patterns13
Conceptualizing the Edu-Metaverse ecosystem based on an analysis of the Edu-Metaverse development in China13
Advancements and research topics of museum-based mobile learning: a review of journal publications from 2008 to 201913
Creating a DGBL integrating ARCS motivation theory with animation, narrative story, fun, and usability to enhance learning motivation and effectiveness13
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
A systematic literature review of serious games teaching sign language13
Personalized learning supported by learning analytics: a systematic review of functions, pathways, and educational outcomes13
An improved constrained learning path adaptation problem based on genetic algorithm13
Neuroimaging tools in multimedia learning: a systematic review13
Human–computer pragmatics trialled: some (im)polite interactions with ChatGPT 4.0 and the ensuing implications13
Teaching and mobile learning: interactive educational design13
Effect of multimedia on student performance: the case of Chinese musical classes12
A two-phase systematic literature review on the use of serious games for sustainable environmental education12
Information economics of teaching: a transactional perspective on pedagogical reasoning to provide a typology of pedagogical equilibrium12
Global teaching style adaptations and curriculum adjustments for school students during COVID-1912
The effect of after-school extracurricular robotic classes on elementary students’ computational thinking12
Understanding factors influencing ESL student teachers’ adoption of classroom response systems: an integration of TAM and AOI theory12
Impact of a metaverse experience based on peer-facilitated learning on the sustainable education of university students12
Transactional distance perceptions, student engagement, and course satisfaction in flipped learning: a correlational study12
Assessing reading comprehension in CET-4: a cross-sectional case study12
The community of inquiry, shared metacognition, and student engagement in online learning: a systematic review12
The role of learners’ characteristics in educational gamification systems: a systematic meta-review of the literature12
Analyzing interaction patterns and content dynamics in an online mathematics discussion board12
Structural relationship of academic self-efficacy, mobile learning readiness, and academic performance among graduate students: a mediation study12
The effectiveness of a VR-based mobile learning system for university students to learn geological knowledge12
The effect of educational mobile games on learning performance: a meta-analysis and research synthesis11
Consistency in the formation of culture-general competencies of economics students in the blended learning environment11
A sibling interaction analysis dataset (SIBD): a scenario of screen-free programmable robotics in Chinese households11
Effectiveness of a gamified learning analytics dashboard with coregulation mechanism for self-regulated learning in college ethics courses11
Interactive augmented reality application using animal flashcards for education of children11
Cultivating self-directed learning abilities in K-12 students through immersive online virtual tours11
Interactive environment for music education: developing certain thinking skills in a mobile or static interactive environment11
The history of rural education in China using technology flipped classroom at the university: a case study for developing countries11
Online engagement of students: investigating the drivers of online teaching competencies and innovative teaching11
The six factors model for successful implementation of IVR in higher education11
Using virtual reality to enhance students’ chorus conducting performance11
Determinants of Generative Artificial Intelligence (GenAI) adoption among university students and its impact on academic performance: the mediating role of trust in technology11
Teacher-student relationship quality, school psychological capital, and academic engagement in Chinese EFL learning context: a mediation analysis11
English learning enhanced by collaborative contextual drama in an authentic context10
A virtual reality-based collaborative argument mapping approach in the EFL classroom10
Establishing a Nonlinear Dynamic Individual-Centered Language Assessment model: a dynamic systems theory approach10
Comparison of the effects of 1:1 and 1:m CSCL environments with virtual manipulatives for scientific inquiry-based learning: a counterbalanced quasi-experimental study10
The guts of assessment: a digital architecture for machine learning and analogue judgement10
Acceptance of e-learning technology by government school teachers: application of extended technology acceptance model10
Learners’ positive and negative emotion, various cognitive processing, and cognitive effectiveness and efficiency in situated task-centered digital game-based learning with different scaffolds10
Longitudinal reading outcome and cognitive load in individual- and collaboration-based environments10
Power of nonverbal behavior in online business negotiations: understanding trust, honesty, satisfaction, and beyond10
Teacher's view of the educational relationship between teenagers and smartphones in Spain10
Profiling digital nativeness of pre-service teachers: validity evidence for the Vietnamese Digital Natives Assessment Scale (V-DNAS)10
Integrating a dialog system with an intelligent tutoring system for a 3D virtual laboratory10
Is social interaction a catalyst for digital environments? Exploring affordances of synchronous delivery in online CLIL10
Personal learning environment toward lifelong learning: an ontology-driven conceptual model10
Current stance on predictive analytics in higher education: opportunities, challenges and future directions10
Social family, parental involvement and intentions: predicting the technology acceptance and interest students learning online10
Commenting on learning Korean on TikTok and YouTube10
Undergraduate student's perception of using video conferencing tools under lockdown amidst COVID-19 pandemic in Ghana10
An empirical framework for developing and evaluating a Virtual Assembly Training System in learning factories10
Exploring learners’ attitudes towards meme consumption and their implications for classroom use10
Building a self-evolving iMonsters board game for cyber-security education10
Interaction between students and artificial intelligence in the context of creative potential development9
The student as a prosumer of educational audio–visual resources: a higher education hybrid learning experience9
Affordances and challenges of technology-assisted language learning for motivation: A systematic review9
Modeling learning behaviors and predicting performance in an intelligent tutoring system: a two-layer hidden Markov modeling approach9
Enhancing furniture production and process management knowledge in woodworking students using VR CAVE technology and collaborative task allocation strategy9
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
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
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
The opportunities and challenges of ChatGPT in education9
What increases learning retention: employing the prediction-observation-explanation learning strategy in digital game-based learning9
Exploring factors influencing online learning platform usage behavior: a comparative study of southeast Asian learners based on the UTAUT model9
Comprehending the influence of brain games mode over playfulness and playability metrics: a fused exploratory research of players’ experience9
AI vs. traditional navigation systems: enhancing efficiency and reducing cognitive burden for visually impaired users9
How collaboration influences the effect of note-taking on writing performance and recall of contents9
Correction9
Does gender-stereotyped gamification increase negative thinking? Results from an experimental study with logic tutoring systems9
The study on the influence factors of intention to continue using MOOCs: integrating UTAUT model and social presence9
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
A K-6 computational thinking curricular framework: pedagogical implications for teaching practice9
Applying game-based learning in primary education: a systematic review of journal publications from 2010 to 20209
Effects of outlines and information seeking on learning outcomes in video-based environments9
When ChatGPT meets classical management theories: the role and impact of AI chatbots on management learning9
Leading dissemination of digital, science-based innovation in school – a case study9
EXPLODE – a new model of exploratory learning environment for neural networks to improve learning outcomes9
Examining the implementation of academic vocabulary, lexical density, and speech rate features on OpenCourseWare and MOOC lectures9
Impacts of the interactive error prompt system on disadvantaged students’ programming learning9
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