yusuke1997/dblp-id-title huggingface dataset:
Virtual reality trends and challenges in teacher education: a systematic literature review
AI-facilitated reflective practice in physical education: an auto-assessment and feedback approach
Measuring collaborative problem solving: research agenda and assessment instrument
A Pilot study to assess the impacts of game-based construction learning, using scratch, on students' multi-step equation-solving performance
Self-efficacy and problem-solving skills in mathematics: the effect of instruction-based dynamic versus static visualization
Teachers' perceptions of the potential use of educational robotics in management education
Iranian EFL students' perception of willingness to communicate in an extramural digital context
Lyric Reader: An Architecture for Creating Intrinsically Motivating and Culturally Responsive Reading Environments
Evaluation of change blindness in multimedia learning environment with cognitive process
Exploring young children's performance on and acceptance of an educational scenario-based digital game for teaching route-planning strategies: a case study
Student pathways to understanding the global virtual teams: an ethnographic study
Learning management system: evolving from silos to structures
The influence of a gesture-based learning approach on preschoolers' learning performance, motor skills, and motion behaviors
Recommender systems facilitate aesthetic experience accumulation in informal learning environments - a study from China
Effects of a linked data-based annotation approach on students' learning achievement and cognitive load
Personal inquiry learning trajectories in geography: technological support across contexts
EFL learners' metacognitive development in flipped learning: a comparative study
Effects of experiencing authentic contexts on English speaking performances, anxiety and motivation of EFL students with different cognitive styles
A systematic review study on educational robotics and robots
Stop daydreaming, pay attention
Asking questions matters: comparing the effect of learning through dialogue with peers, ChatGPT, and intelligent tutoring system
Advancements and research topics of museum-based mobile learning: a review of journal publications from 2008 to 2019
Book review: teacher learning in the digital age: online professional development in STEM education: Teacher learning in the digital age: online professional development in STEM education, edited by Chris Dede, Arthur Eisenkraft, Kim Frumin and Alex Hartley, Harvard Education Press, Cambridge, MA, 2016, 294 pp., $34 (paperback), ISBN 978-1-61250-897-9, Library Edition ISBN 978-1-61250-898-6
The evolution of cMOOC learners' resource use behaviour
Development of competency-based web learning material and effect evaluation of self-directed learning aptitudes on learning achievements
Group-level analysis on multiplayer game collaboration: how do the individuals shape the group interaction?
Developing postgraduate students' competencies in generative artificial intelligence for ethical integration into academic practices: a participatory action research
Scripting to enhance university students' critical thinking in flipped learning: implications of the delayed effect on science reading literacy
Recommender system for learning SQL using hints
The effect of game-based immersive virtual reality learning environment on learning outcomes: designing an intrinsic integrated educational game for pre-class learning
Effects of motion-sensing technology on language learning: evidence from a meta-analysis
A recommendation system based on an adaptive learning cognitive map model and its effects
Improving effectiveness of learners' review of video lectures by using an attention-based video lecture review mechanism based on brainwave signals
Teaching language online: a guide to designing, developing, and delivering online, blended, and flipped language courses: Russell Victoria and Murphy-Judy Kathryn (New York, NY: Routledge, 2021), 281 pp. ISBN: 9781138386983 (Hbk), US $128.00; ISBN: 9781138387003 (Pbk), US $29.56; ISBN: 9780429426483 (e-bk), US $29.56
Mathematical Induction in a Visual Context
Foundations of educational technology: integrative approaches and interdisciplinary perspectives
The collaborative language learning attributes of cyber face-to-face interaction: the perspectives of the learner
Exploring the treatment integrity of virtual reality-based social skills training for children with high-functioning autism
Artificial intelligence and creativity: piano teaching with augmented reality applications
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 activity
Podcasting in a virtual English for academic purposes course: learner motivation
Ispring platform for learning Russian as a foreign language
Facilitating deep-strategy behaviors and positive learning performances in science inquiry activities with a 3D experiential gaming approach
Supporting active learning and formative evaluation via teaching-by-questioning in classrooms: design, development, and preliminary evaluation of an online learning system
An Analysis of Peer Assessment Online Discussions within a Course that uses Project-based Learning
Factors that influence the different levels of individuals' understanding after collaborative problem solving: the effects of shared representational guidance and prior knowledge
Virtual reality scenarios to reduce stress of assessment in university students: gender perspective guidelines
No teacher is an island: technology-assisted personal learning network (PLN) among English language teachers in Turkey
How academic hardiness mediates the relationship between students' digital informal learning and their academic performance?
Second screen use motivations of higher education students during online education
An application of information and communication technologies upon professional training of primary school teachers
Building arguments: key to collaborative scaffolding
Mobile learning as boundary crossing: an alternative route to technology-enhanced learning?
Necessity of assessment and how it affects students' psyche and desire to learn: innovative digital technologies for assessment of art and music teaching in China
Web 2.0 for interactive e-learning
A Design Methodology Applied to Distance Learning Support Software
Learning with virtual reality simulations: direct versus vicarious instructional experience
The influence of intrinsic motivation and contextual factors on MOOC students' social entrepreneurial intentions
Supporting goal setting in flipped classes
What influences ChatGPT's adoption and diffusion in Chinese higher education? A study based on Technology-Organization-Environment framework
The effect of augmented reality-based serious game on traditional pattern learning
An online learning system supporting student-generated explanations for questions: design, development, and pedagogical potential
Cloud e-learning service strategies for improving e-learning innovation performance in a fuzzy environment by using a new hybrid fuzzy multiple attribute decision-making model
A systematic review of media multitasking in educational contexts: trends, gaps, and antecedents
Alternate reality games as learning environments for student induction
Educational Applications of a Networked Communal Database
Behavioral Explanations in Intelligent Tutor Systems for Training using Causal Models
Map-making in interactive learning
VR-Peas: a Virtual Reality PEdAgogical Scenarisation tool
Weaving critical theory, fashion, electronics, and makerspaces in learning: fashioning circuits - a case study
University students' conceptions of ChatGPT-supported learning: a drawing and epistemic network analysis
Teacher-student relationship quality, school psychological capital, and academic engagement in Chinese EFL learning context: a mediation analysis
The effectiveness of Gen AI in assisting students' knowledge construction in humanities and social sciences courses: learning behaviour analysis
Personal learning environment toward lifelong learning: an ontology-driven conceptual model
Three decades of interactive learning environments: a retrospective bibliometric network analysis
Implementing an interactive approach in translator education
Online learners' interactions and social anxiety: the social anxiety scale for e-learning environments (SASE)
Viable Learning Systems
Teaching geometrics to young learners using computer-based simulation: the interaction effect of guidance, in relation to representation and manipulation, with socio-cultural background
The effect of real-time pose recognition on badminton learning performance
Study of co-located and distant collaboration with symbolic support via a haptics-enhanced virtual reality task
A role recognition model based on students' social-behavioural-cognitive-emotional features during collaborative learning
A systematic review of the use of virtual reality in formal, informal, and non-formal learning environments for individuals with autism
The relationship between cognitive engagement and students' performance in a simulation-based training environment: an information-processing perspective
Investigating college EFL learners' perceptions toward the use of Google Assistant for foreign language learning
Investigating the relationships among peer moderation, cognitive engagement, and learning achievement in online discussion forums
Measuring Integration of Information in Multirepresentational Software
Usages and impacts of the integration of information and communication technologies (ICTs) in elementary classrooms: case study of Swedish municipality schools
Resilience interventions using interactive technology: a scoping review
Effects of different student response modes on science learning
Issues in Component Computing: A Synthetic Review
Acquisition of visual perceptual skills from worked examples: learning to interpret electrocardiograms (ECGs)
Students' internal driving force or environment external driving force? Configuring digital learning power heterogeneity in a smart education environment
Effects of Interactive Whiteboard-based Instruction on Students' Cognitive Learning Outcomes: A Meta-Analysis
A longitudinal perspective regarding the use of VLEs by higher education institutions in the United Kingdom
Exploring individual differences as factors to maximize interactive learning environments for future learning
Narrative and interactive learning environments
The effects of digital game-based learning on children's Chinese language learning, attention and self-efficacy
The synergy of generative AI and inquiry-based learning: transforming the landscape of English teaching and learning
Software-Realized Scaffolding to Facilitate Programming for Science Learning
Cross-cultural language learning and web design complexity
Comparing the effectiveness of two remedial mathematics courses using modern regression discontinuity techniques
A dynamic ubiquitous learning resource model with context and its effects on ubiquitous learning
DynamiQue - A Technical Intervention To Augment Static Textbook with Dynamic Q&A
Using the Internet to Enhance Student Understanding of Science: The Knowledge Integration Environment
Improving moral reasoning among college students: a game-based learning approach
Collaborative versus individual use of regulative software scaffolds during scientific inquiry learning
A concept mapping-based self-regulated learning approach to promoting students' learning achievement and self-regulation in STEM activities
Novice young board-game players' experience about computational thinking
Education 3.0 system to enhance twenty-first century skills for higher education learners in Thailand
Introduction: Special Issue of Interactive Learning Environments on Fractals and Maps
The effectiveness of automated writing evaluation in EFL/ESL writing: a three-level meta-analysis
Factors affecting perceived learning of engineering students in problem based learning supported by business simulation
Integrating a moral reasoning game in a blended learning setting: effects on students' interest and performance
The use of data analytics technique in learning management system to develop fashion design skills and technology acceptance
Comparing machine learning to knowledge engineering for student behavior modeling: a case study in gaming the system
Toward effective group formation in computer-supported collaborative learning
The development of technology enhanced learning: findings from a 2008 survey of UK higher education institutions
The journey of challenges and triumphs: a systematic literature review of the dynamic evolution of human-centered artificial intelligence in education
Reliable and efficient automated short-answer scoring for a large dataset using active learning and deep learning
Design and evaluation of a real-time video conferencing environment for support teaching: an attempt to promote equality of K-12 education in China
Hebrew in Tel Aviv, Beijing, Denver, and Melbourne: assessing peer learning in a multicultural environment
Effects of a self-regulated-based gamified virtual reality system on students' English learning performance and affection
What "seams" have been bridged in seamless vocabulary learning?- A review of the literature
Investigating high school students' perceptions and presences under VR learning environment
Putting the pieces together: comparing the effect of jigsaw cooperative learning and lecture on public health students' knowledge, performance, and satisfaction
University students' experience with mobile learning during COVID-19 pandemic
Expanding "within context" to "across contexts" learning: a case study of informal and formal activities
Facilitating complex assessment using Moodle
Engaging university students in a library guide through wearable spherical video-based virtual reality: effects on situational interest and cognitive load
Enhancing Learners' Cognitive Skills Through Multimedia Design
Online scaffolding behavior for speaking EFL improvement: narrative inquiry issues
Impact of a metaverse experience based on peer-facilitated learning on the sustainable education of university students
Visualizing the commognitive processes in computer-supported one-to-one tutoring
Powerful or mediocre? Kindergarten teachers' perspectives on using ChatGPT in early childhood education
Seeking optimal confusion: a review on epistemic emotion management in interactive digital learning environments
An empirical study on cultivating elementary students to filter promising ideas effectively through a filtering model in knowledge building
Widening participation and the importance of diversity for interactive learning environments
Educational big data: extracting meaning from data for smart education
Design of a learning dashboard to enhance reading outcomes and self-directed learning behaviors in out-of-class extensive reading
Leveraging avatars in 3D virtual environments ( Second Life ) for interactive learning: the moderating role of the behavioral activation system vs . behavioral inhibition system and the mediating role of enjoyment
Learning networks for lifelong competence development
Motivators and concerns for real-time online classes: focused on the security and privacy issues
Effects of concept-mapping-based interactive e-books on active and reflective-style students' learning performances in junior high school law courses
Can Tracing Tools Contribute to Programming Proficiency? The LISP Evaluation Modeler
Investigating primary school students' epistemic beliefs in augmented reality-based inquiry learning
Understanding the intention to use interactive whiteboards: model development and testing
Leadership development through interactive e-training: the impact of gender and learning style
Virtual worlds vs books and videos in history education
A case study of gesture-based games in enhancing the fine motor skills and recognition of children with autism
A systematic review of personalized learning in higher education: learning content structure, learning materials sequence, and learning readiness support
Unveiling the link between test anxiety, online engagement, and academic achievement: insights from LMS interaction data
Comparison of undergraduate students' experiences in a flipped course pre-pandemic and during the COVID-19 pandemic
Case-based learning in virtual groups - collaborative problem solving activities and learning outcomes in a virtual professional training course
Ethical considerations for educational research in a virtual world
When adaptive learning is effective learning: comparison of an adaptive learning system to teacher-led instruction
Reflections on Component Computing from the Boxer Project's Perspective
The effect of scenario-based interactive videos on English learning
Student perceptions of online active learning practices and online learning climate predict online course engagement
Integrating reciprocal teaching in an online environment with an annotation feature to enhance low-achieving students' English reading comprehension
A virtual reality role-playing serious game for experiential learning
Assessing teachers' PCK to teach computational thinking via robotic programming
Education 3.0: breaking the mold with technology
The effects of instructional methods on students' learning outcomes requiring different cognitive abilities: context-aware ubiquitous learning versus traditional instruction
Assessing the influence of immersive virtual reality on microbiology education: contrasting low and high immersion levels with signalling principle
Drivers of mobile learning app usage: an integrated perspective of personality, readiness, and motivation
A design model for lifelong learning networks
How system functionality improves the effectiveness of collaborative learning
Applying augmented reality in physical education on motor skills learning
A context-adaptive teacher training model in a ubiquitous learning environment
An automatic short-answer grading model for semi-open-ended questions
Evolution of Novice Programming Environments: The Structure Editors of Carnegie Mellon University
Enhancing the auditory usage of L2 e-storybooks by precedingly providing learners with perceptual intervention
Fine-grained aspect-based opinion mining on online course reviews for feedback analysis
Performance analysis of study material recommendation system to reduce dropout in online learning using optimal behavior prediction cluster and online poll bot
World-Wide-Web Use in UK Higher Education: Professional Tool or Personal Toy?
The effect of fragmented learning ability on college students' online learning satisfaction: exploring the mediating role of affective, behavioral, and cognitive engagement
Diagnostic classification modeling of EFL learners' online learning performances during COVID-19 pandemic: individual vs. interactive learning
Technology acceptance model and multi-user virtual reality learning environments for Chinese language education
Ontology-based annotation of learning object content
Enhancing Electrical Troubleshooting Skills in a Computer-Coached Practice Environment
Providing semantic metadata to online learning resources on sustainable agriculture and farming: combining values and technical knowledge
Impact of VR sketching on novice designers' cognitive actions in product conceptual design
Revisiting "power in the classroom": exploring online learning and motivation to study course content
A systematic review of research on speech-recognition chatbots for language learning: Implications for future directions in the era of large language models
Investigating the antecedents of university students' perceived ease of using the Internet for learning
Enhancing postgraduate digital academic writing proficiency: the interplay of artificial intelligence tools and ChatGPT
Learning in and beyond school gardens with cyber-physical systems
An enhanced personal learning environment using social semantic web technologies
Signaling feedback mechanisms to promoting self-regulated learning and motivation in virtual reality transferred to real-world hands-on tasks
PROJECT LEARN: Supporting On-Campus Learning with On-Line Technologies
Using just-in-time information to support scientific discovery learning in a computer-based simulation
A meta-synthesis study in interactive learning environments: digital games in health education
Academic integrity in the generative AI (GenAI) era: a collective editorial response
Crowded house: an analysis of how the Virtual Learning Environment Moodle is built via bug tracker participants
The effectiveness of the student response system (SRS) in English grammar learning in a flipped English as a foreign language (EFL) class
Relative contribution of explicit teaching of segmentals vs. prosody to the quality of consecutive interpreting by Farsi-to-English interpreting trainees
An applied model of learner engagement and strategies for increasing learner engagement in the modern educational environment
Understanding the role of learner engagement in determining MOOCs satisfaction: a self-determination theory perspective
Virtual patient in interactive learning environments: a review of 1989-2020 publications in selected SSCI journals
Weblogs as instruments for reflection on action in teacher education
Metaverse VR technologies in contemporary Chinese music education
Zooming in: exploring student perspectives on collaborative group assignments in virtual breakout rooms
Blending coherence and control in the construction of interactive educational narratives from digital resources
Using Latent Semantic Analysis to Evaluate the Contributions of Students in AutoTutor
Self-monitoring support for learning to write
Syneducational transactions among students, parents, educators and policy makers: The transdisciplinary program SYNTHESIS
Comparing learning outcomes of video-based e-learning with face-to-face lectures of agricultural engineering courses in Korean agricultural high schools
Semantic annotation of video fragments as learning objects: a case study with YouTube videos and the Gene Ontology
Informed design for learning with digital technologies
Applying learning analytics for improving students engagement and learning outcomes in an MOOCs enabled collaborative programming course
Decision tree for PLOs of undergraduate computing program based on CLO of computer programming
Exploring self-regulated learning and achievement goal orientation in Generation Z through "Study with Me"
The effects of a role-play-based micro-game strategy on students' computational thinking, learning engagement and learning motivation
Comparative study of game-based learning on preschoolers' English vocabulary acquisition in Taiwan
Instructional design best practices for Second Life: a case study from a college-level English course
Mining big data to help make informed decisions for designing effective digital educational games
Iterative user and expert feedback in the design of an educational virtual reality biology game
Brave new (interactive) worlds: A review of the design affordances and constraints of two 3D virtual worlds as interactive learning environments
Learning From Examples: Fostering Self-Explanations in Computer-Based Learning Environments
The effect of after-school extracurricular robotic classes on elementary students' computational thinking
A comparison study of augmented reality versus interactive simulation technology to support student learning of a socio-scientific issue
Interactive augmented reality application using animal flashcards for education of children
Chatbot-based learning of logical fallacies in EFL writing: perceived effectiveness in improving target knowledge and learner motivation
Computer-supported collaborative concept mapping: the impact of students' perceptions of collaboration on their knowledge understanding and behavioral patterns
Project-based learning and its effectiveness: evidence from Slovakia
Learning behaviours of low-achieving children's mathematics learning in using of helping tools in a synchronous peer-tutoring system
Comprehending the influence of brain games mode over playfulness and playability metrics: a fused exploratory research of players' experience