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 2020-04-01 to 2024-04-01.)
ArticleCitations
Covid-19 pandemic and online learning: the challenges and opportunities992
Efficiency of flipped classroom with online-based teaching under COVID-19157
Virtual reality in language learning: a systematic review and implications for research and practice124
Metaverse or Simulacra? Roblox, Minecraft, Meta and the turn to virtual reality for education, socialisation and work104
Fear from COVID-19 and technology adoption: the impact of Google Meet during Coronavirus pandemic103
Predicting the actual use of m-learning systems: a comparative approach using PLS-SEM and machine learning algorithms99
A review of opportunities and challenges of chatbots in education92
Factors affecting students’ learning performance through collaborative learning and engagement77
Student engagement in K-12 online learning amid COVID-19: A qualitative approach from a self-determination theory perspective74
Exploring connections in the online learning environment: student perceptions of rapport, climate, and loneliness72
What impacts learning with wearables? An integrated theoretical model72
Trends in artificial intelligence-supported e-learning: a systematic review and co-citation network analysis (1998–2019)72
To use or not to use ChatGPT in higher education? A study of students’ acceptance and use of technology70
Artificial intelligence in teaching and learning: what questions should we ask of ChatGPT?63
Exploring the role of online EFL learners’ perceived social support in their learning engagement: a structural equation model62
The impact of Google Assistant on adolescent EFL learners’ willingness to communicate56
Enhancing the prediction of student performance based on the machine learning XGBoost algorithm54
When no one can go to school: does online learning meet students’ basic learning needs?54
Understanding the impact of knowledge management factors on the sustainable use of AI-based chatbots for educational purposes using a hybrid SEM-ANN approach46
Features and trends of personalised learning: a review of journal publications from 2001 to 201842
Sentiment analysis in education research: a review of journal publications40
Teacher support and student motivation to learn with Artificial Intelligence (AI) based chatbot40
Roles and research foci of artificial intelligence in language education: an integrated bibliographic analysis and systematic review approach40
When adaptive learning is effective learning: comparison of an adaptive learning system to teacher-led instruction37
Trends in VR/AR technology-supporting language learning from 2008 to 2019: a research perspective35
Instructor presence, interactive tools, student engagement, and satisfaction in online education during the COVID-19 Mexican lockdown34
Effects of the self-regulated strategy within the context of spherical video-based virtual reality on students’ learning performances in an art history class34
Worked example or scripting? Fostering students’ online argumentative peer feedback, essay writing and learning33
Technology acceptance model and multi-user virtual reality learning environments for Chinese language education33
Influence of augmented reality app on intention towards e-learning amidst COVID-19 pandemic32
MOOC student dropout prediction model based on learning behavior features and parameter optimization31
An experimental case study on forum-based online teaching to improve student’s engagement and motivation in higher education30
Augmented reality in education. A scientific mapping in Web of Science30
The effect of educational virtual reality game on primary school students’ achievement and engagement in mathematics28
Effects of a virtual reality-based pottery making approach on junior high school students’ creativity and learning engagement28
The influence of motivation on learning engagement: the mediating role of learning self-efficacy and self-monitoring in online learning environments28
Examining the roles of social presence and human-likeness on Iranian EFL learners’ motivation using artificial intelligence technology: a case of CSIEC chatbot28
A systematic review study on educational robotics and robots27
Facilitating decision-making performances in nursing treatments: a contextual digital game-based flipped learning approach27
The potential for digital technology to support self-directed learning in formal education of children: a scoping review27
Teachers’ self-efficacy, mental well-being and continuance commitment of using learning management system during COVID-19 pandemic: a comparative study of Pakistan and Malaysia27
The influence of virtual reality on design process creativity in basic design studios26
On the development of blockchain-based learning management system as a metacognitive tool to support self-regulation learning in online higher education25
Educational games promote the development of students’ computational thinking: a meta-analytic review25
Exploring the application scenarios and issues facing Metaverse technology in education25
The influence of online social networks and online social capital on constructing a new graduate students’ professional identity25
The impact of Generative AI (GenAI) on practices, policies and research direction in education: a case of ChatGPT and Midjourney24
The evolution of sustainability models for Open Educational Resources: insights from the literature and experts24
Gender differences in students’ argumentative essay writing, peer review performance and uptake in online learning environments24
Integrating digital technology in mathematics education: a Swedish case study24
Incorporating a reflective thinking promoting mechanism into artificial intelligence-supported English writing environments24
Critical research advancements of flipped learning: a review of the top 100 highly cited papers24
A meta-analysis of the effect of virtual reality technology use in education24
Research trends on distance learning: a text mining-based literature review from 2008 to 201823
Online peer feedback patterns of success and failure in argumentative essay writing23
Student disengagement in web-based videoconferencing supported online learning: an activity theory perspective22
Educational Data Mining versus Learning Analytics: A Review of Publications From 2015 to 201922
Exploring how student motivation relates to acceptance and participation in MOOCs22
Effectiveness of online learning: a multi-complementary approach research with responses from the COVID-19 pandemic period21
Transition to online teaching during the COVID-19 pandemic21
Comparing immersive Virtual Reality to mobile applications in foreign language learning in higher education: a quasi-experiment21
The use of mobile internet platforms and applications in vocal training: synergy of technological and pedagogical solutions21
Empowering learning process in secondary education using pervasive technologies21
Adoption of massive open online courses (MOOCs) for blended learning: the Indian educators’ perspective20
Designing an alternate reality board game with augmented reality and multi-dimensional scaffolding for promoting spatial and logical ability20
An empirical study on the effect of group awareness in CSCL environments20
Proposing a task-oriented chatbot system for EFL learners speaking practice19
Understanding the role of learner engagement in determining MOOCs satisfaction: a self-determination theory perspective19
Online learners’ interactions and social anxiety: the social anxiety scale for e-learning environments (SASE)19
Investigating the role of psychological needs in predicting the educational sustainability of Metaverse using a deep learning-based hybrid SEM-ANN technique18
Interaction recognition and intervention based on context feature fusion of learning behaviors in interactive learning environments18
The use of immersive 360° videos for foreign language learning: a study on usage and efficacy among high-school students18
Collaborative activities recommendation based on students’ collaborative learning styles using ANN and WSM18
A systematic review of research on speech-recognition chatbots for language learning: Implications for future directions in the era of large language models17
Investigating the impact of the Amazon Alexa on the development of L2 listening and speaking skills17
Investigating college EFL learners’ perceptions toward the use of Google Assistant for foreign language learning17
Project-based learning and its effectiveness: evidence from Slovakia17
Developing a comprehensive theoretical model for adopting social media in higher education17
Mobile-assisted Language learning to enhance L2 reading comprehension: a selection of implementation studies between 2012–201717
The mutual influence of an instructor’s eye gaze and facial expression in video lectures16
Transforming pre-service teacher education through virtual exchange: a mixed-methods analysis of perceived TPACK development16
Factors influencing learners’ continuance intention toward one-to-one online learning16
The effects of STEAM-based mobile learning on learning achievement and cognitive load16
Design and validation of a diagnostic MOOC evaluation method combining AHP and text mining algorithms16
How augmented reality affected academic achievement in K-12 education – a meta-analysis and thematic-analysis16
Learning behavior mining and decision recommendation based on association rules in interactive learning environment15
Comparative study of game-based learning on preschoolers’ English vocabulary acquisition in Taiwan15
Research trends in the use of E-books in English as a foreign language (EFL) education from 2011 to 2020: a bibliometric and content analysis15
Evaluating the actual use of learning management systems during the covid-19 pandemic: an integrated theoretical model15
Investigating factors affecting learning satisfaction and perceived learning in flipped classrooms: the mediating effect of interaction15
The opportunities and challenges of ChatGPT in education15
Habit and social influence as determinants of PowerPoint use in higher education: A study from a technology acceptance approach15
Learner and instructor-related challenges for learners’ engagement in MOOCs: a review of 2014–2020 publications in selected SSCI indexed journals15
Roles and research trends of touchscreen mobile devices in early childhood education: review of journal publications from 2010 to 2019 based on the technology-enhanced learning model15
Learning in immersed collaborative virtual environments: design and implementation14
Incorporation of a game-based approach into the EFL online classrooms: students' perceptions14
Augmenting student engagement through the use of social media: the role of knowledge sharing behaviour and knowledge sharing self-efficacy14
The acceptance of augmented reality in engineering education: the role of technology optimism and technology innovativeness14
Systematic literature review of Semantic Web for distance learning14
Progressive flowchart development scaffolding to improve university students’ computational thinking and programming self-efficacy14
Effects of virtual reality on creative design performance and creative experiential learning14
Effects of Interactive Whiteboard-based Instruction on Students’ Cognitive Learning Outcomes: A Meta-Analysis14
Roles, applications, and trends of concept map-supported learning: a systematic review and bibliometric analysis of publications from 1992 to 2020 in selected educational technology journals13
Accepting virtual reality for dynamic learning: an extension of the technology acceptance model13
Motivators and concerns for real-time online classes: focused on the security and privacy issues13
Iranian EFL students’ perception of willingness to communicate in an extramural digital context13
Examining factors influencing e-learning engagement among university students during covid-19 pandemic: a mediating role of “learning persistence”13
Impact of cultural diversity on students’ learning behavioral patterns in open and online courses: a lag sequential analysis approach13
Strategies for enhancing self-regulation in e-learning: a review of selected journal publications from 2010 to 202013
The effectiveness of artificial intelligence on learning achievement and learning perception: A meta-analysis13
The equalizing effect of teacher dashboards on feedback in K-12 classrooms13
Developing student imagination and career interest through a STEM project using 3D printing with repetitive modeling13
Adopting the metaverse for learning environments means more use of deep learning artificial intelligence: this presents challenges and problems13
Design and application of intelligent teaching space for blended teaching13
Strategies for enhancing online flipped learning: a systematic review of empirical studies during the COVID-19 pandemic13
Feedback: an important key in the online environment of a flipped classroom setting12
Facilitating EFL learners’ active behaviors in speaking: a progressive question prompt-based peer-tutoring approach with VR contexts12
Networking for online teacher collaboration12
The effect of interaction between knowledge map and collaborative learning strategies on teachers’ learning performance and self-efficacy of group learning12
A literature review of the effects of social networking sites on secondary school students’ academic achievement12
Cognitive versus behavioral learning analytics dashboards for supporting learner’s awareness, reflection, and learning process12
A systematic literature review of game-based learning in Artificial Intelligence education12
CANDA: computer-assisted nonlinear dynamic approach for the L2 teaching in blended and distance learning12
Augmented reality for learning in special education: a systematic literature review12
Resource integration, value co-creation and continuance intention in MOOCs learning process12
Learning with virtual reality: a market analysis of educational and training applications12
Developing an instant semantic analysis and feedback system to facilitate learning performance of online discussion12
Resilience interventions using interactive technology: a scoping review12
A digital role-playing game for learning: effects on critical thinking and motivation12
Online lab design for aviation engineering students in higher education: a pilot study12
Random field design and collaborative inference strategies for learning interaction activities12
The evaluation of a scaffolding-based augmented reality educational board game with competition-oriented and collaboration-oriented mechanisms: differences analysis of learning effectiveness, motivati12
Real-time virtual reality co-creation: collective intelligence and consciousness for student engagement and focused attention within online communities11
Mobile microlearning: a systematic literature review and its implications11
Extending the unified theory of acceptance and use of technology to investigate determinants of acceptance and adoption of learning management systems in the post-pandemic era: a structural equation m11
Facilitating decision making in authentic contexts: an SVVR-based experiential flipped learning approach for professional training11
Systematic literature review on gamified professional training among employees11
Let’s play together: ways of parent–child digital co-play for learning11
Developing flipped learning resources to support secondary school mathematics teaching during the COVID-19 pandemic11
Improving instruction and sexual health literacy with serious games and gamification interventions: an outlook to students’ learning outcomes and gender differences11
Interactive features of E-texts’ effects on learning: a systematic review and meta-analysis11
Investigating students’ online learning behavior with a learning analytic approach: field dependence/independence vs. holism/serialism11
What increases learning retention: employing the prediction-observation-explanation learning strategy in digital game-based learning11
Seeing others’ messages on the screen during video lectures hinders transfer of learning11
Socio-technical-pedagogical usability of online courses for older adult learners11
Exploring teachers’ attitudes toward implementing new ICT educational policies11
Empowering teachers to create augmented reality experiences: the effects on the educational experience11
Evaluation of an academic satisfaction model in E-learning education contexts11
Developing an early-warning system through robotic process automation: Are intelligent tutoring robots as effective as human teachers?11
A mandatory contribution-based collaborative gaming approach to enhancing students’ collaborative learning outcomes in Science museums11
Automatic short answer grading by encoding student responses via a graph convolutional network10
Social capital in high-schools: teacher-student relationships within an online social network and their association with in-class interactions and learning10
Visualization of education blockchain data: trends and challenges10
Decision application mechanism of regression analysis of multi-category learning behaviors in interactive learning environment10
The effectiveness of automated writing evaluation in EFL/ESL writing: a three-level meta-analysis10
Learning with digital technology-facilitated empathy: an augmented reality approach to enhancing students’ flow experience, motivation, and achievement in a biology program10
A multilevel regression analysis of computer-mediated communication in synchronous and asynchronous contexts and digital reading achievement in Japanese students10
Modeling learning behaviors and predicting performance in an intelligent tutoring system: a two-layer hidden Markov modeling approach10
An experiential learning-based virtual reality approach to fostering problem-resolving competence in professional training10
A meta-analysis of eight factors influencing MOOC-based learning outcomes across the world10
An exploration of combining virtual and physical robots in robotics education10
Effects of the world robot Olympiad on the students who participate: a qualitative study10
GeoGebra in mathematics education: a systematic review of journal articles published from 2010 to 202010
Exploring EFL learners’ perspectives on using Kahoot as a game-based student response system10
Online community development through social interaction — K-Pop stan twitter as a community of practice10
Exploring the differences between gamer and non-gamer students in the effects of gamification on their motivation and learning10
The role of learners’ characteristics in educational gamification systems: a systematic meta-review of the literature10
Artificial intelligence in special education: a systematic review10
Teachers’ perceptions of the potential use of educational robotics in management education10
A systematic review: the application of virtual reality on the skill-specific performance in people with ASD10
Effects of a mobile-based progressive peer-feedback scaffolding strategy on students’ creative thinking performance, metacognitive awareness, and learning attitude9
Playing to learn or to win? The role of students’ competition preference on self-monitoring and learning outcome when learning with a serious game9
Current stance on predictive analytics in higher education: opportunities, challenges and future directions9
The effectiveness of ICT-enhanced learning on raising intercultural competencies and class interaction in a hospitality course9
A systematic review of UAV applications to education9
Sparse learning strategy and key feature selection in interactive learning environment9
How the coronavirus pandemic may be the discontinuity which makes the difference in the digital transformation of teaching and learning9
Improving soft skills based on students’ traces in problem-based learning environments9
The changing landscape of mobile learning pedagogy: A systematic literature review9
Applying contracts and online communities to promote student self-regulation in English learning at the primary-school level9
Artificial Intelligence image recognition using self-regulation learning strategies: effects on vocabulary acquisition, learning anxiety, and learning behaviours of English language learners9
A comparative study on linguistic theories for modeling EFL learners: facilitating personalized vocabulary learning via task recommendations9
Applying virtual reality for learning woodworking in the vocational training of batch wood furniture production9
Applying AR-based infographics to enhance learning of the heart and cardiac cycle in biology class9
Investigating students’ satisfaction in online learning: the role of students’ interaction and engagement in universities9
Acceptance of e-learning technology by government school teachers: application of extended technology acceptance model9
Meta-analyses of effects of augmented reality on educational outcomes over a decade9
Effects of technology application on museum learning: a meta-analysis of 42 studies published between 2011 and 20219
The effects of digital game-based learning on children’s Chinese language learning, attention and self-efficacy9
Effects of student engagement in peer feedback on writing performance in higher education9
In search of the good practices of personalized learning8
Multi-sensory research of singing visualization in pre-school music education8
Exploring the effects of automated written corrective feedback, computer-mediated peer feedback and their combination mode on EFL learner’s writing performance8
A K-6 computational thinking curricular framework: pedagogical implications for teaching practice8
Artificial intelligence and creativity: piano teaching with augmented reality applications8
A recommendation system based on an adaptive learning cognitive map model and its effects8
Undergraduate student's perception of using video conferencing tools under lockdown amidst COVID-19 pandemic in Ghana8
Effect of high fidelity simulation on clinical decision-making among nursing students8
UX evaluation of open MOOC platforms: a comparative study between Moodle and Open edX combining user interaction metrics and wearable biosensors8
Is there deep learning on Mars? STEAM education in an inquiry-based out-of-school setting8
Knowledge map-based online micro-learning: impacts on learning engagement, knowledge structure, and learning performance of in-service teachers8
The impact of co-creation: an analysis of the effectiveness of student authored multiple choice questions on achievement of learning outcomes8
Predicting student translators’ performance in machine translation post-editing: interplay of self-regulation, critical thinking, and motivation8
Effect of the use of augmented reality applications on academic achievement of student in science education: meta analysis review8
A simple model of smart learning environment8
Impacts of interactions between peer assessment and learning styles on students’ mobile learning achievements and motivations in vocational design certification courses8
A study on the effect of adding L1 glosses in the subtitle of an adventure game for vocabulary learning8
Research advancement and foci of mobile technology-supported music education: a systematic review and social network analysis on 2008-2019 academic publications8
Serious game design and learning effect verification supporting traditional pattern learning8
COVID-19: a stimulus to 2020 vision8
Diagnosing l2 English learners’ listening difficulties and learning needs through computerized dynamic assessment8
Academic development of multimodal learning analytics: a bibliometric analysis8
Exemplary online education: for whom online learning can work better8
Affordances and challenges of technology-assisted language learning for motivation: A systematic review8
The role of self-directed learning in studying 3D design and modeling8
Introduction of social media to aid active-learning in medical teaching8
The effects of combining virtual laboratory and advanced technology research laboratory on university students’ conceptual understanding of electron microscopy8
Acceptance of educational use of the Internet of Things (IoT) in the context of individual innovativeness and ICT competency of pre-service teachers7
Teachers’ perception of the use of mobile technologies with smart applications to enhance students’ thinking skills: a study among primary school teachers in Thailand7
A systematic review of personalized learning in higher education: learning content structure, learning materials sequence, and learning readiness support7
Design of a learning dashboard to enhance reading outcomes and self-directed learning behaviors in out-of-class extensive reading7
Effectiveness of model ASEAN meeting in enhancing critical thinking: a Colombia case study7
Creating a virtual “third space” in a telecollaborative project to promote English as a Foreign Language (EFL) learners’ language proficiency and intercultural awareness7
Development and evaluation of a visualization system to support meaningful e-book learning7
Digital footprints (2005–2019): a systematic mapping of studies in education7
Exploring the effects of gender grouping and the cognitive processing patterns of a Facebook-based online collaborative learning activity7
An intelligent system to help deaf students learn Arabic Sign Language7
Leveraging integrated peer-assisted learning clusters as a support for online learning7
Social and cognitive dimensions of collaboration in informal learning spaces: Malaysian social science students’ perspectives7
Concept mapping in computer-supported learning environments: a bibliometric analysis7
Relative contribution of explicit teaching of segmentals vs. prosody to the quality of consecutive interpreting by Farsi-to-English interpreting trainees7
Designing cognitive-based game mechanisms for mobile educational games to promote cognitive thinking: an analysis of flow state and game-based learning behavioral patterns7
Using fair AI to predict students’ math learning outcomes in an online platform7
Effect of different grouping arrangements on students’ achievement and experience in collaborative learning environment7
Establishing a Nonlinear Dynamic Individual-Centered Language Assessment model: a dynamic systems theory approach7
User-generated microgames for facilitating learning in various scenarios: perspectives and preferences for elementary school teachers7
Converting a conventional flipped class into a synchronous online flipped class during COVID-19: university students’ self-regulation skills and anxiety7
Development of mobile interactive courses based on an artificial intelligence chatbot on the communication software LINE7
Applying Augmented reality to enhance physics laboratory experience: does learning anxiety matter?7
Do field-dependent individuals tend to have lower creativity than field-independent ones? The role of informational cues in electronic brainstorming7
The effect of real-time pose recognition on badminton learning performance7
Drivers of mobile learning app usage: an integrated perspective of personality, readiness, and motivation7
Interaction analysis of teachers and students in inquiry class learning based on augmented reality by iFIAS and LSA7
Exploring remote distance learning: what is it and should we keep it?7
The influences of academic emotion and prior knowledge in the context of online tests7
Improving students’ creativity in familiar versus unfamiliar mobile-assisted language learning environments7
Digital transformation of education: can an online university function fully?7
Undergraduates’ perceptions and attitudes towards online learning at Jordanian universities during COVID-197
A review of chatbot-assisted learning: pedagogical approaches, implementations, factors leading to effectiveness, theories, and future directions7
Fostering the use of online learning resources: results of using a mobile collaboration tool based on gamification in a blended course7
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