Interactive Learning Environments

Papers
(The TQCC of Interactive Learning Environments is 7. 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 2021-04-01 to 2025-04-01.)
ArticleCitations
The trade-off between complexity and accuracy. Preparing for computer-based adaptive instruction on fractions261
The influencing factors of interaction and perceived value of cMOOC learners218
Embedding questions in MOOC videos: features, models, and practical issues196
Webcams and technostress: the complicated web of amplified online learning, webcam use, and technostress during COVID 19178
English medium instruction as a local practice: language, culture, and pedagogy175
Individuals in a group: exploring engagement patterns via within-group configurations of role profiles and their impact on performance in collaborative problem solving167
Learners’ positive and negative emotion, various cognitive processing, and cognitive effectiveness and efficiency in situated task-centered digital game-based learning with different scaffolds163
“Micro World – Exploring the Microbial Kingdom”: design and testing of a microbial VR science product152
Applying a wearable MR-based mobile learning system on museum learning activities for university students137
Investigating the potential adverse effects of virtual reality-based learning system usage: from UTAUT2 and PPVITU perspectives118
A virtual reality-based collaborative argument mapping approach in the EFL classroom89
A systematic review of studies of parental involvement in computational thinking education78
Impact of a metaverse experience based on peer-facilitated learning on the sustainable education of university students71
cMOOC in Iranian higher education curriculum in the new normal era69
Exploring demographic influences on learner satisfaction in open education platforms: a case study from Guangdong Open University64
Strategies for enhancing online flipped learning: a systematic review of empirical studies during the COVID-19 pandemic55
Student science teachers’ research self-efficacy: does it develop in a flipped course and predict achievement?54
Investigating anxiety and acceptance of students and parents toward authentic contextual learning with a mobile app under the COVID-1952
Effects of instructional factors on students’ acceptance of and participation in flipped language learning51
The equalizing effect of teacher dashboards on feedback in K-12 classrooms50
Touring in the time of COVID-19: digital maps and the virtual teaching of Palestinian travel writing48
Consistency in the formation of culture-general competencies of economics students in the blended learning environment47
Knowledge map construction based on association rule mining extending with interaction frequencies and knowledge tracking for rules cleaning47
Implementation effect of integrating cooperative inquiry into blended learning: analysis of students’ goal setting, task value, and well-being46
Teacher-student relationship quality, school psychological capital, and academic engagement in Chinese EFL learning context: a mediation analysis44
Using mobile technology acceptance model to explore the satisfaction and continuous use of live streaming for training43
Regional contextualization of culturally responsive online distance pedagogy (CRODP) among Southeast Asia higher educators43
A usability study on Yamashita’s treasure: a game-based instructional material in teaching Philippine history42
How virtual learning community influences student satisfaction42
Developing learning technology as inclusive practice42
The importance of developing creative thinking in the preparation of music education professionals in universities41
Effects of the visual analytics of peer feedback on teachers’ TPACK development in a lesson study40
The guts of assessment: a digital architecture for machine learning and analogue judgement40
Task motivation enhances creative performance in online groups, but not interpersonal interaction37
Effect of integrating gamified teaching activities on learning emotions of design students with different learning styles36
Understanding Chinese secondary school students’ perceptions of mobile-assisted language learning36
Exploring maternal perceptions of critical digital engagement practices in Iranian children34
Factors influencing the adoption of virtual reality (VR) technology among parents of individuals with ASD32
EW-KNN: evaluating information technology courses in high school with a non-parametric cognitive diagnosis method32
Concepts, affordances, and theoretical frameworks of mixed reality enhanced language learning31
Longitudinal reading outcome and cognitive load in individual- and collaboration-based environments31
Looking past seeing present: teaching historical empathy skills via augmented reality31
Developing students’ creative thinking using innovative education technologies31
How does gamification affect learning effectiveness? The mediating roles of engagement, satisfaction, and intrinsic motivation30
Exploring learners’ attitudes towards meme consumption and their implications for classroom use29
The influences of academic emotion and prior knowledge in the context of online tests29
Data pipelines for educational data mining in distance education29
Exploring dissonance in the use of (lecture) capture technologies: institutional approaches and the realities of student engagement29
Power of nonverbal behavior in online business negotiations: understanding trust, honesty, satisfaction, and beyond28
Augmented reality for skill training from TVET instructors’ perspective28
Understanding the complexity and dynamics of web-based pre-class peer discussions experienced by L2 readers: a qualitative case study28
Factors influencing EFL teachers’ implementation of SPOC-based blended learning in higher vocational colleges in China: A study based on grounded theory27
Educational chatbot development informed by clinical simulations27
Scratch-based learning objects for novice programmers: exploring quality aspects and perceptions for primary education26
Investigation of learners’ behavioral intentions to use metaverse learning environment in higher education: a virtual computer laboratory26
Building a self-evolving iMonsters board game for cyber-security education25
Multimodal interaction in virtual reality supported education: a systematic review25
Proposing a conceptual model for the adoption of artificial intelligence by teachers in STEM education25
How to improve drivers’ hazard perception ability? an interactive training method based on VR technology and the Unity 3D Platform25
Robots facilitate self-talk: effects on ownership, self-efficacy, and learning performance25
Architecture students’ peer learning in informal situations by lens of the community of practice – one case study25
Comparison of the effects of 1:1 and 1:m CSCL environments with virtual manipulatives for scientific inquiry-based learning: a counterbalanced quasi-experimental study24
The problem-based approach in online music education: how to teach students to control singing with piano accompaniment?24
Virtual reality in geoeducation: the case of the Lesvos Geopark24
An empirical framework for developing and evaluating a Virtual Assembly Training System in learning factories24
Using digital canvas to facilitate student questioning in large lecture classes: a mixed-methods study23
Effect of multimedia on student performance: the case of Chinese musical classes23
Utilizing Simtronics SPM 700 distillation in engineering unit operation laboratory23
Еxploring e-learning critical success factors in digitally underdeveloped countries during the first wave of the COVID-1923
Intelligent systems and learning data analytics in online education23
Undergraduates’ perceptions and attitudes towards online learning at Jordanian universities during COVID-1923
Medical students perceptions of virtual learning stations as an innovative teaching tool: a qualitative study23
Perception of using e-learning platforms in the scope of the technology acceptance model (TAM): a scale development study23
Interactive environment for music education: developing certain thinking skills in a mobile or static interactive environment23
English learning enhanced by collaborative contextual drama in an authentic context22
The community of inquiry, shared metacognition, and student engagement in online learning: a systematic review22
Personal learning environment toward lifelong learning: an ontology-driven conceptual model22
Let’s play together: ways of parent–child digital co-play for learning22
From anxiety to action: exploring the impact of artificial intelligence anxiety and artificial intelligence self-efficacy on motivated learning of undergraduate students21
Unlocking the digital world: empowering seniors via lifelong learning through digital technology21
Iranian EFL students’ perception of willingness to communicate in an extramural digital context21
Developing a collaborative writing system with visualization interaction network analysis to facilitate online learning performance21
Insights into usability, academic outcomes, and emotional responses in an AR-Interactive learning environment21
Online engagement of students: investigating the drivers of online teaching competencies and innovative teaching21
A systematic review of intelligent grouping in collaborative learning20
The effect of educational mobile games on learning performance: a meta-analysis and research synthesis20
Using game-based learning to teach young people about privacy and online safety20
Cultivating self-directed learning abilities in K-12 students through immersive online virtual tours20
The CRAFTS learning framework: equipping learners to create relevant, accessible, fun, tailored and scholarly activities in higher education20
An interactive technological solution to foster preservice teachers’ theoretical knowledge and instructional design skills: a chatbot-based 5E learning approach20
A constructivist-based interactive learning management system leveraging Google Codelabs19
Systematic review and meta-analysis of the impact of virtual experiments on students’ learning effectiveness19
The effectiveness of special apps for online piano lessons19
Improving students’ creativity in familiar versus unfamiliar mobile-assisted language learning environments19
Learning from the quantified self19
Who will work together? Factors influencing autonomic group formation in an open learning environment19
Interactive augmented reality application using animal flashcards for education of children19
Integrating a dialog system with an intelligent tutoring system for a 3D virtual laboratory19
The influence of virtual technologies on motivation and engagement: a comparative analysis of male and female students18
Is social interaction a catalyst for digital environments? Exploring affordances of synchronous delivery in online CLIL18
Digitalization of physical education and its impact on academic performance among secondary school students in Aktobe and Orenburg18
Invented models – relating students’ constructions of computational models to their learning gains18
Unveiling the link between test anxiety, online engagement, and academic achievement: insights from LMS interaction data18
An analysis of Metaverse literacy and college teachers’ need for learning: the need for a cognition perspective18
Dissemination of agricultural knowledge using a collaborative multidisciplinary co-creation platform: a case study18
Dynamics of cMOOC learner interactions in different social media: a longitudinal network analysis18
Teacher's view of the educational relationship between teenagers and smartphones in Spain18
A sibling interaction analysis dataset (SIBD): a scenario of screen-free programmable robotics in Chinese households18
Enhancing perspective-taking and empathy in children with autism spectrum disorder through asymmetric VR games and peer collaboration18
Current stance on predictive analytics in higher education: opportunities, challenges and future directions18
The effectiveness of VR environment on primary and secondary school students’ learning performance in science courses17
How peer feedback with regulation scripts contributes to the development of critical thinking in dialogues: strengthening cognitive and affective feedback content17
Effectiveness of synchronous and asynchronous online learning: a meta-analysis17
Understanding students’ backtracking behaviors in digital textbooks: a data-driven perspective16
A concept mapping-based self-regulated learning approach to promoting students’ learning achievement and self-regulation in STEM activities16
Primary students’ online homework completion and learning achievement16
Commenting on learning Korean on TikTok and YouTube16
Combination of flipped learning format and virtual simulation to enhance emergency response ability for newly registered nurses: a quasi-experimental design16
A literature review on self-regulated learning and personal learning environments: features of a close relationship16
Gamification of digital art: promoting speculative design and interactive experience16
Psychological factors influencing successful music learning using deep learning technologies16
From engagement to performance: the role of effort regulation in higher education online learning16
Who will participate in online collaborative problem solving? A longitudinal network analysis16
The effect of gender composition and pedagogical approach on major and non-major undergraduates biology students’ achievement16
What participation types of learners are there in connectivist learning: an analysis of a cMOOC from the dual perspectives of social network and concept network characteristics16
Exploring the relationship between teacher talk supports and student engagement from the perspective of students’ perceived care16
Visualization of education blockchain data: trends and challenges15
Designing and evaluating a mobile peer tutoring application: a cultural historical activity theory approach15
Learning by designing or learning by playing? A comparative study of the effects of game-based learning on learning motivation and on short-term and long-term conversational gains15
Measuring collaborative problem solving: research agenda and assessment instrument15
Social interaction ties drive students participate in flipped civic education continuously15
The six factors model for successful implementation of IVR in higher education14
A systematic review of media multitasking in educational contexts: trends, gaps, and antecedents14
Profiling digital nativeness of pre-service teachers: validity evidence for the Vietnamese Digital Natives Assessment Scale (V-DNAS)14
Pedagogical agents in learning videos: Which one is best for children?14
Comparing learning persistence and engagement in asynchronous and synchronous online learning, the role of autonomous academic motivation and time management14
Roles, applications, and research designs of robots in science education: a systematic review and bibliometric analysis of journal publications from 1996 to 202014
Establishing a Nonlinear Dynamic Individual-Centered Language Assessment model: a dynamic systems theory approach14
The synergy of generative AI and inquiry-based learning: transforming the landscape of English teaching and learning14
The effect of after-school extracurricular robotic classes on elementary students’ computational thinking14
Digital creativity in STEM education: the impact of digital tools and pedagogical learning models on the students’ creative thinking skills development14
Metaverse VR technologies in contemporary Chinese music education14
Undergraduate student's perception of using video conferencing tools under lockdown amidst COVID-19 pandemic in Ghana14
Effects of an article-structure strategy-based spherical video-based virtual reality approach on EFL learners’ English reading comprehension and learning conceptions14
Systematics review on artificial intelligence chatbots and ChatGPT for language learning and research from self-determination theory (SDT): what are the roles of teachers?14
A meta-thematic analysis of using technology-mediated gamification tools in the learning process14
Correction13
Effectiveness of a gamified learning analytics dashboard with coregulation mechanism for self-regulated learning in college ethics courses13
Augmenting student engagement through the use of social media: the role of knowledge sharing behaviour and knowledge sharing self-efficacy13
Educational games promote the development of students’ computational thinking: a meta-analytic review13
How does perceived value of gamification improve online learning effectiveness? The role of flow state13
Using virtual reality to enhance students’ chorus conducting performance13
Understanding students’ participation of intelligent teaching: an empirical study considering artificial intelligence usefulness, interactive reward, satisfaction, university support and enjoyment13
Acceptance of e-learning technology by government school teachers: application of extended technology acceptance model13
Efficiency of blended learning of calculus content during the Covid19 crisis13
Analysis and comparison of learners’ epistemic networks based on interaction content in connectivist learning13
Comparing technology acceptance of AR-based and 3D map-based mobile library applications: a multigroup SEM analysis13
Design strategies to integrate creative learning in elementary school curricula through computer programming activities13
Data mining in education: managing digital content with social media analytics in medical education12
Artificial intelligence (AI) literacy education in secondary schools: a review12
The gamer psychology: a psychological perspective on game design and gamification12
Uncovering the effect of classroom climates on learning experience and performance in a virtual environment12
Proposing a task-oriented chatbot system for EFL learners speaking practice12
ChatGPT-facilitated professional development: evidence from professional trainers’ learning achievements, self-worth, and self-confidence12
Project-based learning and its effectiveness: evidence from Slovakia12
The great expectation gap: students’ dreams vs. higher education’s reality in learning analytics12
Social family, parental involvement and intentions: predicting the technology acceptance and interest students learning online11
AI-facilitated reflective practice in physical education: an auto-assessment and feedback approach11
Virtual and augmented reality text environments support self-directed multimodal reading11
User-generated microgames for facilitating learning in various scenarios: perspectives and preferences for elementary school teachers11
Students perceptions of an extensive blended learning implementation: the effects of instructional design and interaction11
The impact of cMOOC learners’ interaction on content production11
How much is a “feedback” worth? User engagement and interaction for computer-supported adaptive quizzing11
Personalised gamification enhances student participation but produces mixed effects on emotional and cognitive engagements: a systematic review11
Effectiveness of keyboard-based English vocabulary practice application on vocational school students11
BIM associated with virtual and augmented reality resources in an educational context: a systematic literature review11
The opportunities and challenges of ChatGPT in education11
Exploring prompt pattern for generative artificial intelligence in automatic question generation10
Impacts of the interactive error prompt system on disadvantaged students’ programming learning10
Effect of repeated standardized patient simulations on family planning education skills of nursing students10
To review or not to review: that is the question10
Distinctive mobile learning: where it is different and how it can make a difference10
The effectiveness of enhanced interaction features in educational videos: a meta-analysis10
Waste genie: emerging technology support and interactive feedback to enhance sustainable waste management learning10
Interactive learning environments: all is change – as usual10
Academic stress detection based on multisource data: a systematic review from 2012 to 202410
Gender representation in EFL textbooks used in state schools in Northern Iraq and teachers’ perceptions of gender role stereotypes10
Towards design science methodology for developing mobile learning applications10
Students’ use and perceptions of WhatsApp in learning programming10
From empathy to quality long-term care: a generative AI-based art therapy approach based on the self-directed learning model10
Interface and interaction design for an online, asynchronous peer instruction tool10
Learning analytics in seamless learning environments: a systematic review10
Educational Data Mining versus Learning Analytics: A Review of Publications From 2015 to 201910
Systematic literature review on gamified professional training among employees10
E-learning as a mediating tool to support interactive professional learning of teacher educators10
Communication barriers in the EFL classroom: is poor listening the culprit that obstructs learning?10
Exploring dynamics of emotional reactions in online collaboration of communities of learners and their relations with learning outcomes10
Feasibility of preschool’s parent–teacher communication using a mobile app: an action research in a remote fishing village10
Investigating cognitive engagement patterns in online collaborative learning: a temporal learning analytic study9
Using learning analytics to understand the learning design patterns of K12 synchronous language teaching9
Investigating learning efficiency and mental efficiency in a personalized role-playing-game environment9
Augmented reality: a systematic review between usability and learning experience9
Harnessing the wisdom of YouTube: how self-directed learners achieve personalized learning through technological affordances9
Facilitator or thinking inhibitor: understanding the role of ChatGPT-generated written corrective feedback in language learning9
Exploring the motivational factors and learning outcomes of Virtual Reality educational games for middle school students: a unity 3D case study9
Students’ use of dragging modalities in solving proportional problems supported with interactive simulations: a multiple case study with sixth and seventh-grade students9
Research on the development of an effective mechanism of using public online education resource platform: TOE model combined with FS-QCA9
Multidimensional analysis of art education teachers’ attitudes and self-efficacy toward artificial intelligence: exploring relationships and strategies for enhancement9
The study on the influence factors of intention to continue using MOOCs: integrating UTAUT model and social presence9
Effects of motion-sensing technology on language learning: evidence from a meta-analysis9
Using a Chatbot to learn English via Charades: the correlates between social presence, hedonic value, perceived value, and learning outcome9
Exploring self-regulated learning and achievement goal orientation in Generation Z through “Study with Me”9
Digital peer feedback on visual ideas: a study of eighth-grade students in visual art9
Evaluating science teachers’ flipped learning readiness: a GETAMEL approach test9
Using students’ cognitive, affective, and demographic characteristics to predict their understanding of computational thinking concepts: a machine learning-based approach9
Teachers’ professional growth on SCT strategies: Mwalimu hub MOOC analytics9
Working on a digital research-based collaborative project in higher education: students’ perspectives on benefits and challenges9
The entity belief of concentration ability predicts cognitive load, failure-attribution, and flow experience when using a virtual reality device9
Cameras on or off during online synchronous courses? That is the question: an analysis of university faculty caring intelligence9
Examining the attention resumption from smartphone to class: a sequential mixed methods study9
Identifying student motivations for webcam use in online courses9
Effects of outlines and information seeking on learning outcomes in video-based environments8
The effect of online project-based learning on metacognitive awareness of middle school students8
Determinants associated with an effective online learning system of a teachers’ training college in Awi Zone, Ethiopia during the COVID-19 pandemic8
Teacher-student interaction in an intelligent education environment: the impact of teachers’ discourse on students’ depth of thinking in information technology courses8
Fine-grained aspect-based opinion mining on online course reviews for feedback analysis8
Investigate the effectiveness of single and multiple representational scaffolds on mathematics problem solving: evidence from eye movements8
Causal mechanisms of the psychological needs for online gamified learning and the impact on learning engagement among college students8
The use of avatars: challenging longstanding approaches for experiential learning in nursing8
Modern technology-enabled approaches in preschool music education8
Academic rigour versus rapid publication8
Understanding how to assess the impact of Artificial Intelligence on learning: a systematic review8
Students’ internal driving force or environment external driving force? Configuring digital learning power heterogeneity in a smart education environment8
Examining the implementation of academic vocabulary, lexical density, and speech rate features on OpenCourseWare and MOOC lectures8
Diagnostic classification modeling of EFL learners’ online learning performances during COVID-19 pandemic: individual vs. interactive learning8
How performing several task segments simultaneously affects cognitive flexibility training in an assembly task8
Orchestration of learning environments in the digital world8
Research on information searching strategies in high school students’ quality of argumentative essay writing8
Digital learning solutions for improving adults’ basic skills8
Going beyond books to using e-books in education: a systematic literature review of empirical studies7
Supporting middle school students in a problem-based makerspace: investigating distributed scaffolding7
Impacts of a spherical video-based virtual reality-integrated problem-based learning mode on working staff’s counseling competences in professional training7
Ubiquitous learning: the effect of LingAR application on EFL learners’ language achievement and the realization of their motivation towards mobile learning7
Online learning and COVID-19 outbreak in Mozambique - academics’ experience during suspension of face-to-face classes7
Impact of a gamified application on reading comprehension and attitude of Swahili among young learners in Kenya7
How does the competition trend influence college entrepreneurial education? An inclusive perspective considering inequality brought by network centrality7
Online lab design for aviation engineering students in higher education: a pilot study7
The effect of using theodolite 3D AR in teaching measurement error on learning outcomes and satisfaction of civil engineering students with different spatial ability7
A futuristic design vision of tangible user interfaces on enhancing Montessori7
Education in cinematography and VR- technologies: the impact of animation on the film perception7
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