Related papers: Immersive Learning Frameworks: A Systematic Litera…
The rapid growth of immersive technologies in educational areas has increased research interest in analyzing the specific behavioral patterns of learners in immersive learning environments. Considering the fact that research on the…
The flipped classroom model has been widely acknowledged as a practical pedagogical approach to enhancing student engagement and learning. However, it faces challenges such as improving student interaction with learning content and peers,…
This work reflects upon what Immersion can mean from the perspective of an Artificial Intelligence (AI). Applying the lens of immersive learning theory, it seeks to understand whether this new perspective supports ways for AI participation…
A good amount of research has explored the use of wearables for educational or learning purposes. We have now reached a point when much literature can be found on that topic, but few attempts have been made to make sense of that literature…
How do we evaluate experiences in immersive environments? Despite decades of research in immersive technologies such as virtual reality, the field remains fragmented. Studies rely on overlapping constructs, heterogeneous instruments, and…
Large Language Models (LLMs) are transforming language sciences. However, their widespread deployment currently suffers from methodological fragmentation and a lack of systematic soundness. This study proposes two comprehensive…
This paper presents a critical review of the challenges to the implementation of learning technologies with particular focus on developing countries. A comprehensive literature review on learning technologies was undertaken for the purpose…
The increasing complexity and volume of network data demand effective analysis approaches, with visual exploration proving particularly beneficial. Immersive technologies, such as augmented reality, virtual reality, and large display walls,…
In HCI, frameworks function as a type of theoretical contribution, often supporting ideation, design, and evaluation. Yet, little is known about how they are actually used, what functions they serve, and which scholarly practices that shape…
The design and evaluation of assisting technologies to support behavior change processes have become an essential topic within the field of human-computer interaction research in general and the field of immersive intervention technologies…
People increasingly use videos on the Web as a source for learning. To support this way of learning, researchers and developers are continuously developing tools, proposing guidelines, analyzing data, and conducting experiments. However, it…
Automated feedback systems have become increasingly integral to programming education, where learners engage in iterative cycles of code construction, testing, and refinement. Despite its wider integration in practices and technical…
Continual learning refers to the capability of a machine learning model to learn and adapt to new information, without compromising its performance on previously learned tasks. Although several studies have investigated continual learning…
Understanding learning as a dynamic process is challenging due to the interaction of multiple factors, including cognitive load, internal state change, and subjective evaluation. Existing approaches often address these elements in…
Describing and analysing learner behaviour using sequential data and analysis is becoming more and more popular in Learning Analytics. Nevertheless, we found a variety of definitions of learning sequences, as well as choices regarding data…
With limited time available in the classroom, e-learning tools can supplement in-class learning by providing opportunities for students to study and learn outside of class. Such tools can be especially helpful for students who lack adequate…
The rising interest in Virtual Reality (VR) technology has sparked a desire to create immersive learning platforms capable of handling various tasks across environments. Through immersive interfaces, users can engage deeply with virtual…
In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four…
Education is a goal-oriented field. But if we want to treat education scientifically so we can accumulate, evaluate, and refine what we learn, then we must develop a theoretical framework that is strongly rooted in objective observations…
Over the past decade, deep neural networks have demonstrated significant success using the training scheme that involves mini-batch stochastic gradient descent on extensive datasets. Expanding upon this accomplishment, there has been a…