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Showing papers in "Interactive Learning Environments in 2021"


Journal ArticleDOI
TL;DR: This study has recommended the development and evaluation of mobile-based ITSs, which have rarely been applied in experimental courses including problem-solving, decision-making in physics, chemistry, and clinical fields.
Abstract: With the rapid growth of technology, computer learning has become increasingly integrated with artificial intelligence techniques in order to develop more personalized educational systems. ...

136 citations


Journal ArticleDOI
TL;DR: A framework is proposed that identifies the learning style of students based on their interactions with the system and provides an adaptive gamification experience according to their identified learning dimensions and shows that the motivation of learners increases, and the drop-out ratio is reduced.
Abstract: With the removal of the barriers of time and distance, E-learning platforms have attracted millions of learners, but these platforms are experiencing a significant drop-out ratio. One of the primar...

103 citations


Journal ArticleDOI
TL;DR: Student perceptions of online active learning practices, student uncertainty about social belonging in college, and hierarchical multiple regression models are explored, as potential predictors of online student engagement.
Abstract: Student engagement in online courses may be more ambiguous, and complex to understand than in face-to-face (FtF) classrooms settings. Without regular FtF interaction, instructors may feel u...

75 citations


Journal ArticleDOI
TL;DR: The application of AI in e-learning (AIeL) to improve the effectivenes of teaching and learning is a particularly emerging topic.
Abstract: Artificial intelligence (AI) has been widely explored across the world over the past decades. A particularly emerging topic is the application of AI in e-learning (AIeL) to improve the effectivenes...

72 citations


Journal ArticleDOI
TL;DR: In this paper, the authors explore the trends of chatbots in education studies by conducting a literature review to analyze relevant papers published in the Social Science Citation Index (SSCI) journals by search.
Abstract: This study explores the trends of chatbots in education studies by conducting a literature review to analyze relevant papers published in the Social Science Citation Index (SSCI) journals by search...

65 citations


Journal ArticleDOI
TL;DR: This paper found that student engagement that can be explained by self-deterministic self-motivation can explain the student's willingness to move away from traditional classrooms to online learning in their homes during the 2011 Asian flu pandemic.
Abstract: During the pandemic, school and university students had to urgently move away from traditional classrooms to online learning in their homes. Student engagement that can be explained by self-determi...

62 citations


Journal ArticleDOI
TL;DR: Results show that integrating SVVR into exploratory scientific practice instructions has a significant effect on students’ learning outcomes and problem-solving abilities and reveals that the integration of SVVR has different influences on students with different learning attitudes.
Abstract: Developing the problem-solving abilities of elementary school students has been recognized as an important educational objective. Science curricula, because of their practical and experimen...

59 citations


Journal ArticleDOI
TL;DR: In higher educational institutes, developing classrooms for active learning is becoming a part of comprehensive educational drive for students involving and engaging in learning as mentioned in this paper, and for this purpose, a number of initiatives have been proposed.
Abstract: In higher educational institutes, developing classrooms for active learning is becoming a part of comprehensive educational drive for students involving and engaging in learning. For this purpose, ...

58 citations


Journal ArticleDOI
TL;DR: 360° video is a viable alternative to VR and regular video, because it is cost-effective and have a positive effect on the user’s emotional response to the learning climate, and these factors may influence how 360°Video is accepted by students and educational institutions.
Abstract: Recent advances in virtual reality (VR) technologies provide new opportunities for e-learning by giving the students an increased sense of presence. One of the VR technologies recently introduced t...

54 citations


Journal ArticleDOI
TL;DR: Results indicate that participants with ASD found the SVVR app to be easy to use and reported an overall positive user-experience; results from expert review suggest a feasible, relevant, and easy-to-use intervention.
Abstract: Information and communication technologies (ICT) have been widely adopted in the intervention literature for individuals with Autism Spectrum Disorder (ASD). The systematic and predictable ...

50 citations


Journal ArticleDOI
TL;DR: It is argued that in order to fuse informal and formal learning, mLearning designers need to offer more clear definitions of the concepts “formal” and “informal"; they need to omit some design aspects to the learners themselves, or to offer a design in form of a learning path that students themselves can customise according to their learning habits, routines, and preferences.
Abstract: Practitioners designing for mobile learning (mLearning) and scholars exploring the same are faced with the challenge of planning for and understanding a variety of ways and places of learning. This ...

Journal ArticleDOI
TL;DR: In this article, the authors determine the relation between Technological Pedagogical Content Knowledge (TPACK) levels of teachers and their self-efficacy in integrating technology, their technology l...
Abstract: The present study aims to determine the relation between Technological Pedagogical Content Knowledge (TPACK) levels of teachers and their self-efficacy in integrating technology, their technology l...

Journal ArticleDOI
TL;DR: There was a clear trend that the practices became more diversified in terms of the educational levels and modes of education, as well as the means to achieve personalised learning, their objectives and the devices used.
Abstract: This paper provides a comprehensive review of the features and trends of personalised learning. The review covers a total of 203 journal articles collected from Scopus, which were published from 20...

Journal ArticleDOI
TL;DR: Performance Factors Analysis (PFA) is considered one of the most important Knowledge Tracing approaches used for constructing adaptive educational hypermedia systems.
Abstract: Performance Factors Analysis (PFA) is considered one of the most important Knowledge Tracing (KT) approaches used for constructing adaptive educational hypermedia systems. It has shown a high predi...

Journal ArticleDOI
TL;DR: This study explores the pedagogical potential of Interactive Spherical Video-Based Virtual Reality (ISVVR) in geography education from the teachers’ perspective based on a synthesized developmental model.
Abstract: This study explores the pedagogical potential of Interactive Spherical Video-Based Virtual Reality (ISVVR) in geography education from the teachers’ perspective. Based on a synthesized developmenta...

Journal ArticleDOI
TL;DR: The study findings indicated that the theory of planned behaviour explained university students’ acceptance of e-learning through augmented Reality apps, where attitude and behavioural control significantly influenced their intention to adopt augmented reality apps for e- Learning; hence, subjective norm showed insignificant results.
Abstract: Augmented reality apps are a novel technology in e-learning that enhances students’ learning faster in virtual classrooms. Since the start of the COVID-19 pandemic, traditional teaching mechanisms ...

Journal ArticleDOI
TL;DR: Based on the multiple baseline design across subjects, the data indicated that real-time Kinect Skeletal Tracking (KST) System can help the children with ASD improved their social interaction.
Abstract: Children with autism spectrum disorder (ASD) often find it difficult to communicate using body language and facial expressions to respond appropriately socially. This negatively affects the...

Journal ArticleDOI
TL;DR: It is found that plot image-based VR can effectively improve students’ interests in learning and computational thinking.
Abstract: Due to their applications on varied and complex issues, Artificial Intelligence (AI) and Internet of Things (IoT) (collectively, AIoT) have become popular new-generation courses, but the le...

Journal ArticleDOI
TL;DR: With the advent of the COVID-19 pandemic, teachers and students have seen their activities suddenly thrust online as discussed by the authors.With little guidance or experience, they have had to learn new tools and often hav...
Abstract: With the advent of the COVID-19 pandemic, teachers and students have seen their activities suddenly thrust online. With little guidance or experience, they have had to learn new tools and often hav...

Journal ArticleDOI
TL;DR: A comparison of two different instruction methodologies, Traditional Instruction Methodology (TIM) and Inverted Instruction Methodological (IIM), in terms of students’ perceptions and emotions in a science course showed that the IIM had a significant influence in students” perceptions toward the course and made classes more interactive.
Abstract: Teaching science in higher education has traditionally consisted of delivering knowledge as lectures to students following a teacher-centered methodology. The flipped methodology known as i...

Journal ArticleDOI
Fu-Rong Sun1, Long-Fei Pan1, Rong-Gen Wan1, Hui Li1, Shu-Jing Wu1 
TL;DR: The SEM analysis shows that student engagement has a significant positive impact on higher level competence development, and could be a good reference for those who intend to develop a specific topic of school-based courses on technology for fostering students’ higherlevel competence development.
Abstract: This research aims to explore the latent effect of elementary student engagement in a Spherical Video-based Virtual Reality (SVVR) environment for a school-based course on higher level competence d...

Journal ArticleDOI
TL;DR: A significant difference, which is in favour of the post-test, was found in the scores of pre-tests and post-tests of Arduino IDE groups in the scale factors; creativity, algorithmic thinking, critical thinking and the total score of the scale.
Abstract: In this study, the effects of Arduino IDE and C++ programming languages were investigated on the computational thinking skills of preservice teachers. The Computational Thinking Skills Scal...

Journal ArticleDOI
TL;DR: Investigation of the effectiveness of augmented reality technology in developing students’ fashion design skills showed that fashion products of students who were taught via the use of augmentedreality technology achieved higher success and acceptance in all aspects than the products ofStudents who learnt via the traditional teaching method supported by educational videos provided by the learning management system.
Abstract: Little studies have been conducted on the question of the use of augmented reality technology in the education field. The effects of augmented reality technology on the educational environment of t...

Journal ArticleDOI
TL;DR: Suggestions for applying flipped classrooms to mathematics education as well as potential issues for future research are proposed in this study.
Abstract: The present study reviewed the papers in the Scopus database relevant to flipped classrooms in all mathematics subject areas published up until 2018 from various dimensions. It was found th...

Journal ArticleDOI
TL;DR: The finding of this study is that 3D graphics is the most important element in AR game designs, and the most popular type of AR game is role-playing, which is the key of designing AR games.
Abstract: This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence–satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147 fifth grade students were selected as the participants in the experiment. The experimental group used AR game, while the control group used traditional learning. A pre-test and post-test, ARCS Learning Motivation questionnaire, AR game design elements questionnaire and Semi-open questionnaires were conducted with both groups. Results showed that students who received AR game learning exhibited significantly higher learning motivation than students who underwent traditional learning; however, no significant differences were observed in their learning effectiveness. A canonical correlation analysis of the AR game design elements dimensions and the learning m...

Journal ArticleDOI
TL;DR: In recent years, several researchers have introduced spherical video-based virtual reality (SVVR) into classroom teaching to help students learn different subjects as mentioned in this paper, where learners are t...
Abstract: In recent years, several researchers have introduced spherical video-based virtual reality (SVVR) into classroom teaching to help students learn different subjects. In SVVR learning, learners are t...

Journal ArticleDOI
TL;DR: In a typical pottery making class, students receive the teacher's instruction on the fundamental tech... as mentioned in this paper, the teacher encourages students' practical and creative ability in making pottery.
Abstract: Pottery making in technology education aims to foster students’ practical and creative ability. In a typical pottery making class, students receive the teacher’s instruction on the fundamental tech...

Journal ArticleDOI
TL;DR: In this paper, the authors present empirical evidence that supports and quantifies the relationships among the following features in a Mexican university: interactive collaboration software tools used in open-access courses.
Abstract: This paper aims to present empirical evidence that supports and quantifies the relationships among the following features in a Mexican university: interactive collaboration software tools used in o...

Journal ArticleDOI
TL;DR: Quantitative and qualitative data analysis indicated that technology boosts LtL but that telecollaboration helps develop LtL reflective concepts further in the form of processes by constructing or accomplishing learning goals in similar contexts.
Abstract: One of the main aims of diverse education systems is the development of key competences to improve citizens’ capacity for lifelong learning. However, some authors have signalled the challen...

Journal ArticleDOI
TL;DR: This paper systematically reviews 150 (VR/AR)-supporting language learning articles from 2008 to 2019 and summarizes the development trends.
Abstract: This paper systematically reviews 150 (VR/AR)-supporting language learning articles from 2008 to 2019 and summarizes the development trends. The definition of VR/AR is given firstly, and then the m...