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 2022-05-01 to 2026-05-01.)
ArticleCitations
Unlocking the digital world: empowering seniors via lifelong learning through digital technology541
How to improve drivers’ hazard perception ability? an interactive training method based on VR technology and the Unity 3D Platform527
Strategies for enhancing online flipped learning: a systematic review of empirical studies during the COVID-19 pandemic456
Using English and native language storytelling strategy to teach social media skills for marketing among women okra farmers347
Personalized learning in a perforce single-student environment: the role of self-efficacy and self-regulation244
Analyzing and addressing the trust crisis in digital space education: restoration strategies based on causes178
Digital interdisciplinary training methods: Web and VR-assisted incorporation of dance, piano and erhu into integrated arts education147
A meta-analysis of the impact of virtual experiments on students’ development134
Individuals in a group: exploring engagement patterns via within-group configurations of role profiles and their impact on performance in collaborative problem solving129
Enhancing perspective-taking and empathy in children with autism spectrum disorder through asymmetric VR games and peer collaboration115
Educational equity and generative AI adoption in banking: bridging the digital divide among employees104
Exploring maternal perceptions of critical digital engagement practices in Iranian children101
Robots facilitate self-talk: effects on ownership, self-efficacy, and learning performance93
Personalised gamification enhances student participation but produces mixed effects on emotional and cognitive engagements: a systematic review84
Using mobile technology acceptance model to explore the satisfaction and continuous use of live streaming for training84
Efficiency of blended learning of calculus content during the Covid19 crisis76
The gamer psychology: a psychological perspective on game design and gamification71
How much is a “feedback” worth? User engagement and interaction for computer-supported adaptive quizzing69
The problem-based approach in online music education: how to teach students to control singing with piano accompaniment?68
Effects of an article-structure strategy-based spherical video-based virtual reality approach on EFL learners’ English reading comprehension and learning conceptions67
Effects of elaborative and metacognitive feedback on students' science achievement, epistemological beliefs, and inquiry behaviors in simulation-based science inquiry learning65
The effectiveness of VR environment on primary and secondary school students’ learning performance in science courses60
Implementation effect of integrating cooperative inquiry into blended learning: analysis of students’ goal setting, task value, and well-being60
AI-facilitated reflective practice in physical education: an auto-assessment and feedback approach59
The CRAFTS learning framework: equipping learners to create relevant, accessible, fun, tailored and scholarly activities in higher education59
BIM associated with virtual and augmented reality resources in an educational context: a systematic literature review57
Using game-based learning to teach young people about privacy and online safety55
Exploring the influential factors and key dimensions of AI information literacy among high school students: a social-ecological perspective49
How peer feedback with regulation scripts contributes to the development of critical thinking in dialogues: strengthening cognitive and affective feedback content49
AI integration in EFL teacher development: a mixed-methods evaluation of digital competency, professional trajectories, and pedagogical innovation within adaptive learning ecosystems48
LLM-based chatbots for academic stress counseling: comparing Socratic and Didactic styles in fostering stress reduction and therapeutic alliance48
A meta-thematic analysis of using technology-mediated gamification tools in the learning process48
Understanding emotions in English Language learning in virtual worlds47
Preschoolers’ initial planning time on problem-solving performance across task difficulties: insights from intelligent tutoring mobile application log data45
Diagnostic classification modeling of EFL learners’ online learning performances during COVID-19 pandemic: individual vs. interactive learning43
Reuse experience and learning in driving simulation systems41
Educational process in E-learning activity for elderly people: a systematic review41
Digital citizenship education: an in-depth study of teaching practices and research insights39
Collaborative digital game design and play to facilitate college students’ creativity development38
Examining correlation between online readiness and content-type preferences of adult learners in an online learning environment38
Technology education in early childhood education: a systematic review38
Friend, tool, or threat? High school students’ and teachers’ perspectives on AI in learning37
Modern technology-enabled approaches in preschool music education37
Multimodal video projects as a catalyst for language proficiency, problem-solving, and creativity37
Influence of achievement goal on technology use among undergraduates in Malaysia37
Digital school or online game? Factors determining 3D virtual worlds in language classrooms for pre-service teachers36
Exploring dynamics of emotional reactions in online collaboration of communities of learners and their relations with learning outcomes36
Comparative analysis of the distance learning implementation in Ukrainian system of higher education during the COVID-19 pandemic and martial law36
Orchestration of learning environments in the digital world36
Determinants associated with an effective online learning system of a teachers’ training college in Awi Zone, Ethiopia during the COVID-19 pandemic36
From empathy to quality long-term care: a generative AI-based art therapy approach based on the self-directed learning model35
Understanding self-regulation, achievement emotions, and mindset of undergraduates in emergency remote teaching: a latent profile analysis35
Working on a digital research-based collaborative project in higher education: students’ perspectives on benefits and challenges35
Harnessing the wisdom of YouTube: how self-directed learners achieve personalized learning through technological affordances33
Identifying student motivations for webcam use in online courses33
Using learning analytics to understand the learning design patterns of K12 synchronous language teaching32
Virtual reality scenarios to reduce stress of assessment in university students: gender perspective guidelines32
Evaluating science teachers’ flipped learning readiness: a GETAMEL approach test31
Sign language in immersive virtual reality: design, development, and evaluation of a virtual reality learning environment prototype30
Virtual reality learning environments: using high-fidelity avatars to enhance distance learning experience30
Perspectives of teacher-educators and tech-support staff towards the implementation of a virtual reality module in pre-service teacher training30
The impact of metacognitive scaffolding on deep learning in a GenAI-supported learning environment30
Academic stress detection based on multisource data: a systematic review from 2012 to 202430
Cameras on or off during online synchronous courses? That is the question: an analysis of university faculty caring intelligence30
Facial expressions capturing emotional engagement while learning with desktop VR: the impact of emotional regulation and personality traits29
Investigating cognitive engagement patterns in online collaborative learning: a temporal learning analytic study29
Research on the correlativity between individual status in social network and corresponding concept network characteristics in a cMOOC29
Child–robot interaction: designing robot mediation to facilitate friendship behaviors29
Understanding emotions in English language learning in virtual worlds28
How does adaptive gamification impact different types of student motivation over time?28
A multilevel regression analysis of computer-mediated communication in synchronous and asynchronous contexts and digital reading achievement in Japanese students28
Bridging the digital divide: tailoring learning platforms for the elderly based on learning styles and digital skills27
Understanding the role of web-based peer learning: how does it matter to academically transitioning students’ critical thinking skills?27
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, 27
Attitudes to E-learning among faculty and students at a Palestinian University: implications for a blended-learning model26
“Learn to Argue” and “Argue to Learn”: meta-analysis of effective instructional design for online scientific argumentation activities26
3D desktop virtual reality as a facilitator of the learning quality and of strengthening students’ results25
Differentiated instruction in digital video games: STEM teacher candidates using technology to meet learners’ needs25
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-SEM24
Experiencing historical events through a VR environment to enhance learning achievement, interest, motivation, and emotional reflections24
Does using a 2D avatar-based platform prevent the participation in synchronous classes of autistic students?24
Transitioning to virtual reality learning in 5E learning model: pedagogical practices for science learning24
Applied the augmented reality technology combined with social stories strategies and computational thinking games to improve the social skills of children with ASD24
Unearthing Iranian mothers’ mediation strategies during their children’s home digital literacy practices in English24
Exploring factors affecting the preservice mathematics teachers’ use of digital mathematics learning media during online teaching practice24
Co-design in somewhere: the interpretations of interior design students on future architectural scenarios in metaverse24
Vocal creativity: analyzing students song making processes in blended learning23
Scheduling personalized study plans considering the stress factor23
Towards a model for primary students’ behavioral intention to learn AI: programming ability, AI literacy and ethics as three fundamental pillars23
Enhance affective expression and social reciprocity for children with autism spectrum disorder: using virtual reality headsets at schools23
Practical implications for design professionals: integrating emerging patterns into new media interface design23
Promoting tacit knowledge sharing through online collaborative learning in higher education: evidence from Logit–ISM analysis23
Possibilities of Extended Reality in education22
University students’ sequential self-regulatory learning actions for completing cognitive-demanding and cognitive-less-demanding tasks with GenAI: ordered network analysis22
Maximising academic achievement in online learning: the role of student-content engagement strategies and profiles22
Bayesian factorial regression of perceived barriers in robotics education: heterogeneous associations by career stage, gender, and training22
Modeling the relationship between internet epistemic belief, digital literacy and social media engagement of adult social media users: a practical implication for education22
A systematic review of VR/AR applications in vocational education: models, affects, and performances21
Teaching cooperative learning through cooperative learning environment: a qualitative follow-up of an experimental study21
Promoting young learners’ computational thinking with AI-based robots and the ICAP model in blended learning contexts21
Exploring the role of high school students’ internet use on their internet self-efficacy: a structural equation model21
Incorporating social responsibility into translator training through situated learning in translation projects: making room for a sustainable learning environment21
Putting the pieces together: comparing the effect of jigsaw cooperative learning and lecture on public health students’ knowledge, performance, and satisfaction21
Generative AI (GenAI) in the language classroom: A systematic review20
Effects of incorporating a two-tier assessment-based guiding mechanism into contextual games on students’ learning achievement and behaviors in horticultural education20
Influence of ASSURE model in enhancing educational technology20
Assessment of digital skills of university MOOC instructors: a systematic quantitative study of multidimensional indicators20
Predicting programming performance by using process behavior in a block-based programming environment20
A profile analysis of computer-supported collaborative learning motivation in Chinese higher education: integrating achievement goal and expectancy-value perspectives20
Comparative analysis of master and doctoral postgraduate training process in global mining institutions20
Exploring learning game core dynamics for engagement: a 2-year cross-case comparison of geography undergraduates’ perceptions of Biomes Rescue , a platformer game19
Enhancing emotional understanding in teacher education: the role of perspective-taking in effective simulation training19
Examining motivational factors influencing self-explanation quality and mathematics achievement in online learning for junior high students19
Integrating AI-enhanced 4C/ID scaffolding into rural STEM education: supporting complex problem solving and learning outcomes19
An educational mobile augmented reality system to enhance undergraduate performance and motivation in design theory courses19
A multi-method study on influencing factors of teachers’ willingness to use generative artificial intelligence19
Exploring the relationship of elementary school teachers’ virtual community participation on classroom management by using knowledge sharing as a mediating effect19
Synergizing AI and collaborative learning: a new approach to Chinese character acquisition in lower elementary education18
An emotion analysis dataset of course comment texts in massive online learning course platforms18
Quantifying complexity: a comprehensive study of technical fuzziness, team learning, and project performance18
Examining learning outcomes and engagement in online peer assessment: the impact of social network prestige among teacher-learners18
Understanding the perceived pedagogical value of JazzQuiz in interactive hybrid learning among university students: a technology acceptance analysis18
Ease over effort: achieving consistent learning outcomes through a more relaxed approach in immersive virtual reality for hands-on education17
ChatGPT addiction predicted by openness to using new technology and self-efficacy, and reflected in continuous intention17
More affordances, more scaffoldings, better cognitive outcomes in computer-supported collaborative learning? – a meta-analysis review from 2013 to 202317
Effects of sentiment discreteness on MOOCs’ disconfirmation: text analytics in online reviews17
Beyond watching: the PeerTuber effect on learning, engagement, and creativity17
Correction17
Questioning the role of AI as collaborator: a systematic literature review of generative AI-supported knowledge construction17
The effect of fragmented learning ability on college students’ online learning satisfaction: exploring the mediating role of affective, behavioral, and cognitive engagement17
A qualitative study of students’ lived experience and perceptions of using ChatGPT: immediacy, equity and integrity17
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
Perceived effectiveness and usefulness of ChatGPT as an aid for learning programming: a quantitative study based on a novel 8E learning technology model17
An argumentation experience regarding concepts of calculus with ChatGPT17
Using digital web forms as a tool for interactive stories to promote second language reading17
“ChatGPT is like a study buddy, a teacher and sometimes just a friend”: a longitudinal exploration of students’ interactions, perception and acceptance17
Understanding the impact of online teaching on students’ learning and performance: a post-pandemic analysis16
The effect of mobile image recognition-based augmented reality application on students’ acquisition of science processing skills and motivations to learn science16
Teaching empathy: a comparative analysis of real, virtual, and AI-driven methods16
You're not alone while programming! Challenges faced by high school students, generative AI solutions and issues16
Statement of Retraction: Meta-analyses of effects of augmented reality on educational outcomes over a decade Interactive Learning Environments16
Video-based instruction for individuals with learning disabilities: a systematic review and meta-analysis16
Experiential and inquiry-based learning approaches; correlated exploration on usage in selected secondary schools in Bugiri District, Eastern Uganda16
Automatically exploring learning experience, interaction pattern, challenge-skill balance, and their relationships in online learning16
An e-learning “process-situation-result” network under off-line teaching and on-line teaching15
Effects of anthropomorphic features of generative artificial intelligence tools on learners’ role perceptions: evidence from interview and fNIRS15
Unlocking the potential of GPT-3 in education: opportunities, limitations, and recommendations for effective integration15
Using a holographic application in learning medical terminology for English as a foreign language students15
Self-regulated learner profiles in MOOCs: A cluster analysis based on the item response theory15
Modeling university teachers’ AI adoption and practice trajectories using longitudinal learning analytics: a three-semester observational study15
Optimizing personalised recommender systems for teachers’ digital learning models using deep learning algorithms15
Knowledge diffusion and convergence in open learning environments as a social contagion15
Exploring the interplay between digital nativity, transactional distance, and online English learning engagement: evidence from Chinese secondary EFL learners15
Research on the sustainable development of new media physical teaching: big data analysis of the relevance of language expression ability15
Aligning generative AI with hierarchical K-12 curricula: a RAG and multi-agent framework for EFL content generation14
Interactive learning: harnessing technology to alleviate foreign language anxiety in foreign literature education14
Multi-level students’ sense of community development in hybrid and online learning environments at higher educational institutions: a systematic literature review14
Teaching and mobile learning: interactive educational design14
Disruptive talk in online collaborative discussions: profiles and their impact on cognitive engagement14
Unlocking the power of robots: enhancing computational thinking through innovative teaching methods14
Serious games to assess university students’ soft skills: investigating the effectiveness of a gamified assessment prototype14
How does the type of online peer feedback influence feedback quality, argumentative essay writing quality, and domain-specific learning?14
Information economics of teaching: a transactional perspective on pedagogical reasoning to provide a typology of pedagogical equilibrium14
Investigating the relationships among peer moderation, cognitive engagement, and learning achievement in online discussion forums14
Teachers’ and students’ unified perceptions of smartphone-assisted English learning in Chinese higher education institutions14
Exploring the mechanisms of data-supported reflective assessment for pre-service teachers’ knowledge building14
Augmenting experience with technologies: a two-tier experiential augmented reality approach to promoting students’ deep learning and conceptual understanding in a human body program14
A scoping review of embodied conversational agents in education: trends and innovations from 2014 to 202414
Global teaching style adaptations and curriculum adjustments for school students during COVID-1914
Intelligent tutoring systems based on the theory of multiple intelligences: a Systematic Literature Review13
Understanding factors influencing ESL student teachers’ adoption of classroom response systems: an integration of TAM and AOI theory13
Human–computer pragmatics trialled: some (im)polite interactions with ChatGPT 4.0 and the ensuing implications13
Personalized learning supported by learning analytics: a systematic review of functions, pathways, and educational outcomes13
The effectiveness of a VR-based mobile learning system for university students to learn geological knowledge13
AI-powered augmented reality glasses enhance interactive immersive learning for young children13
Automated feedback complements online dialogic peer feedback: fostering L2 writers’ feedback quality and self-regulatory writing strategy use13
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
Enhancing learning outcomes through interest cluster analysis in interactive learning environment13
Interacting with a humanized dual-LLM agent: an exploratory study of individual and collaborative modes in language proficiency and critical thinking awareness13
A systematic literature review of serious games teaching sign language13
Building a scaffolding framework with field environment digest system in high school agricultural education13
Research on the architecture and practice of inquiry learning model integrated with digital twin13
Investigating chain mediation effects of grit and sense of belonging in the relationship between digital fatigue and academic resilience among high school students13
Exploring the effects of different types of socio-cognitive conflict on performance in collaborative problem solving: the role of socially shared regulation13
Teachers’ digital intelligence learning competence (TDILC): a literature map from Chinese and global perspectives13
Exploring the impact of AIGC on learning performance: a moderated mediation analysis between system-paced and self-paced video learning13
Meet the team: widening and deepening the digital habitus at Interactive Learning Environments12
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
The role of learners’ characteristics in educational gamification systems: a systematic meta-review of the literature12
Integrating an SVVR-based advance organizer and AI companions in ethics education: fostering critical thinking, active learning, and task–technology fit12
The history of rural education in China using technology flipped classroom at the university: a case study for developing countries12
Analyzing interaction patterns and content dynamics in an online mathematics discussion board12
Relationship between the use of ChatGPT for academic purposes and plagiarism: the influence of student-related variables on cheating behavior.12
E-service-learning is equally effective as traditional service-learning in enhancing student developmental outcomes12
A systematic review of SVVR in language education in terms of the ADDIE model12
Enhancing AI-TPACK and digital pedagogical competence of Turkish language teachers: a longitudinal mixed-methods study12
Transactional distance perceptions, student engagement, and course satisfaction in flipped learning: a correlational study12
Effects of a VR-based blended approach on tourist geographic literacy, satisfaction, and problem-solving in geography field trips12
Online engagement of students: investigating the drivers of online teaching competencies and innovative teaching12
A sibling interaction analysis dataset (SIBD): a scenario of screen-free programmable robotics in Chinese households12
Conceptualizing the Edu-Metaverse ecosystem based on an analysis of the Edu-Metaverse development in China12
A two-phase systematic literature review on the use of serious games for sustainable environmental education12
Digital transformation in ethnic minority semi-boarding schools in Vietnam: towards inclusive and interactive learning environments12
Structural relationship of academic self-efficacy, mobile learning readiness, and academic performance among graduate students: a mediation study12
Which factor most influences the decision of 10th grade students to use ChatGPT for programming education? A case study in Da Nang City, Vietnam12
The six factors model for successful implementation of IVR in higher education12
Exploring the impact of online learning engagement profiles on student performance: a latent profile analysis12
Cultivating self-directed learning abilities in K-12 students through immersive online virtual tours11
Impact of a metaverse experience based on peer-facilitated learning on the sustainable education of university students11
Determinants of Generative Artificial Intelligence (GenAI) adoption among university students and its impact on academic performance: the mediating role of trust in technology11
Learners’ positive and negative emotion, various cognitive processing, and cognitive effectiveness and efficiency in situated task-centered digital game-based learning with different scaffolds11
Exploring learners’ attitudes towards meme consumption and their implications for classroom use11
Teacher's view of the educational relationship between teenagers and smartphones in Spain11
Commenting on learning Korean on TikTok and YouTube11
Interactive augmented reality application using animal flashcards for education of children11
Exploring interaction patterns in open learning environments: integrating network dynamics and cognitive engagement11
Teacher-student relationship quality, school psychological capital, and academic engagement in Chinese EFL learning context: a mediation analysis11
Longitudinal reading outcome and cognitive load in individual- and collaboration-based environments11
Is social interaction a catalyst for digital environments? Exploring affordances of synchronous delivery in online CLIL11
Effectiveness of a gamified learning analytics dashboard with coregulation mechanism for self-regulated learning in college ethics courses11
Leveraging peer interaction for solving mathematical proof problems: a learning analytics approach in online collaborative environments11
Power of nonverbal behavior in online business negotiations: understanding trust, honesty, satisfaction, and beyond11
The community of inquiry, shared metacognition, and student engagement in online learning: a systematic review11
Enhancing student creative and critical thinking in generative AI-empowered creation: a mind-mapping approach11
Consistency in the formation of culture-general competencies of economics students in the blended learning environment11
Building a self-evolving iMonsters board game for cyber-security education11
The guts of assessment: a digital architecture for machine learning and analogue judgement11
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
AI for all? Exploring college student inequalities in generative artificial intelligence performance with Bourdieu’s theory of practice11
Using virtual reality to enhance students’ chorus conducting performance10
A virtual reality-based collaborative argument mapping approach in the EFL classroom10
Applying game-based learning in primary education: a systematic review of journal publications from 2010 to 202010
Comparing the effectiveness of immersive virtual reality and non-immersive video in memorizing soccer tactics: the influence of visuospatial abilities10
Exploring factors influencing online learning platform usage behavior: a comparative study of southeast Asian learners based on the UTAUT model10
Using students’ cognitive, affective, and demographic characteristics to predict their understanding of computational thinking concepts: a machine learning-based approach10
Correction10
Acceptance of e-learning technology by government school teachers: application of extended technology acceptance model10
How does teacher-student interaction shape students’ verbal participation initiative? A multimodal analysis of 2 018 classroom video recordings10
Interaction between students and artificial intelligence in the context of creative potential development10
Interactive learning in digital art: the role of AI and collaborative platforms in shaping artistic expression10
Augmented reality in preschool settings: a cross-sectional study on adoption dynamics among educators10
Comprehending the influence of brain games mode over playfulness and playability metrics: a fused exploratory research of players’ experience10
The effect of educational mobile games on learning performance: a meta-analysis and research synthesis10
The opportunities and challenges of ChatGPT in education10
Team-based learning with group awareness: impact on students with different self-regulated learning levels10
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 m10
ChatGPT-supported interactive learning activities: a mixed-methods study of writing performance and motivation10
Does gender-stereotyped gamification increase negative thinking? Results from an experimental study with logic tutoring systems10
ML-Quest : a game for introducing machine learning concepts to K-12 students10
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