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  1. When the COVID-19 pandemic forced higher education institutions to implement their programs in an online setting, different groups of students were influenced to different extents. In many cases, the main locu...

    Authors: Sonja Brachtl, Christina Ipser, Filiz Keser Aschenberger, Sabrina Oppl, Stefan Oppl, Emre Kevin Pakoy and Gregor Radinger
    Citation: Smart Learning Environments 2023 10:7
  2. Virtual Classroom (VC) learning approaches have recently drawn considerable attention because they have the potential to encourage student engagement to ensure active and collaborative learning. Although resea...

    Authors: Monjurul Islam, Nurul Hijja Mazlan, Ghadah Al Murshidi, Mohammed Shamsul Hoque, S. V. Karthiga and Mohoshin Reza
    Citation: Smart Learning Environments 2023 10:5

    The Correction to this article has been published in Smart Learning Environments 2023 10:13

  3. While subtitles are considered a primary learning support tool for people who cannot understand video narration in foreign languages, recent advancements in artificial intelligence (AI) technologies have playe...

    Authors: Sivakorn Malakul and Innwoo Park
    Citation: Smart Learning Environments 2023 10:4
  4. As hypothesized by the unified competition model (MacWhinney, 2007, 2017, 2021), optimizing training schemes can enhance second language (L2) learning by fostering various protective factors. Under such a fram...

    Authors: Yanhui Zhang and Brian MacWhinney
    Citation: Smart Learning Environments 2023 10:3
  5. This paper describes the design, implementation and research of the Cyber Sleuth Science Lab (CSSL), an innovative educational program and supporting virtual learning environment, that combines pedagogical the...

    Authors: Eoghan Casey, Jennifer Jocz, Karen A. Peterson, Daryl Pfeif and Cassy Soden
    Citation: Smart Learning Environments 2023 10:2
  6. Technological innovations and changing learning environments are influencing student engagement more than ever before. These changing learning environments are affecting the constructs of student behavioural e...

    Authors: Md Abdullah Al Mamun and Gwendolyn Lawrie
    Citation: Smart Learning Environments 2023 10:1
  7. While role-playing games and personalized learning have been regarded as effective tools to improve students’ learning, incorporating personalized learning into role-playing games is challenging and approaches...

    Authors: Lin Zhong
    Citation: Smart Learning Environments 2022 9:36
  8. The goal of ITS is to support learning content, activities, and resources, adapted to the specific needs of the individual learner and influenced by learner’s motivation. One of the major challenges to the mai...

    Authors: Walid Bayounes, Ines Bayoudh Saâdi and Kinshuk
    Citation: Smart Learning Environments 2022 9:33

    The Correction to this article has been published in Smart Learning Environments 2022 9:35

  9. Personalized learning systems use several components in order to create courses adapted to the learners’characteristics. Current emphasis on the reduction of costs of development of new resources has motivated...

    Authors: Sameh Ghallabi, Fathi Essalmi, Mohamed Jemni and Kinshuk
    Citation: Smart Learning Environments 2022 9:32
  10. Recognizing learners’ engagement during learning processes is important for providing personalized pedagogical support and preventing dropouts. As learning processes shift from traditional offline classrooms t...

    Authors: Shofiyati Nur Karimah and Shinobu Hasegawa
    Citation: Smart Learning Environments 2022 9:31
  11. The advancement of technology has provided new avenues for English language teachers to assist students in improving their language learning processes. Augmented reality is an emerging technology that can impl...

    Authors: Ferdi Çelik and Ceylan Yangın Ersanlı
    Citation: Smart Learning Environments 2022 9:30
  12. E-learning students have a tendency to get demotivated and easily dropout from online courses. Refining the learners’ involvement and reducing dropout rates in these e-learning based scenarios is the main driv...

    Authors: Ricardo M. Meira Ferrão Luis, Martin Llamas-Nistal and Manuel J. Fernández Iglesias
    Citation: Smart Learning Environments 2022 9:29
  13. This study investigated the impact of flipped vocabulary learning on the listening achievement of EFL learners. The study participants included 60 English language learners selected based on their performance ...

    Authors: Saman Ebadi, Fouzhan Nozari and Ahmed Rawdhan Salman
    Citation: Smart Learning Environments 2022 9:28
  14. The rigid architectures inherent within formal schooling continue to influence young people’s disengagement from education. Globally and locally, policy makers have proposed education reform and innovation, po...

    Authors: Corey Bloomfield, Bobby Harreveld and Rickie Fisher
    Citation: Smart Learning Environments 2022 9:27
  15. In an era where technology is being used more and more in daily life, the potential and effective use of technology is becoming increasingly vital in education. Engineering education necessitates the use of te...

    Authors: Neha Tuli, Gurjinder Singh, Archana Mantri and Shivam Sharma
    Citation: Smart Learning Environments 2022 9:26
  16. The Metaverse has been the centre of attraction for educationists for quite some time. This field got renewed interest with the announcement of social media giant Facebook as it rebranding and positioning it a...

    Authors: Ahmed Tlili, Ronghuai Huang, Boulus Shehata, Dejian Liu, Jialu Zhao, Ahmed Hosny Saleh Metwally, Huanhuan Wang, Mouna Denden, Aras Bozkurt, Lik-Hang Lee, Dogus Beyoglu, Fahriye Altinay, Ramesh C. Sharma, Zehra Altinay, Zhisheng Li, Jiahao Liu…
    Citation: Smart Learning Environments 2022 9:24
  17. With advantages such as ease of use and low cost, desktop virtual reality (VR) technologies are increasingly being used in practical learning. This study aims to clarify the relationship among students' self-e...

    Authors: Yan Luo and Huan Du
    Citation: Smart Learning Environments 2022 9:22
  18. The purpose of this study is to discover the main themes and categories of the research studies regarding digital literacy. To serve this purpose, the databases of WoS/Clarivate Analytics, Proquest Central, Em...

    Authors: Hasan Tinmaz, Yoo-Taek Lee, Mina Fanea-Ivanovici and Hasnan Baber
    Citation: Smart Learning Environments 2022 9:21
  19. There are many examples of hybrid simulation models in healthcare education which are designed to simulate specific scenarios. However, there appears to be a need for a cost effective and configurable hybrid s...

    Authors: Wayne J. Brown and Cindy Reid
    Citation: Smart Learning Environments 2022 9:20
  20. Nursing education needs to be dedicated to sparking creativity as well as enhancing dynamic thinking and clinical decision-making skills. In this respect, exploiting quantum-learning methodology can be effecti...

    Authors: Sahar Arab Khozaei, Najmeh Valizadeh Zare, Hossin Karimi Moneghi, Tahereh Sadeghi and Mousa Mahdizadeh Taraghdar
    Citation: Smart Learning Environments 2022 9:18
  21. Gamification refers to the attempt to transform different kinds of systems to be able to better invoke positive experiences such as the flow state. However, the ability of such intervention to invoke flow stat...

    Authors: Wilk Oliveira, Juho Hamari, Sivaldo Joaquim, Armando M. Toda, Paula T. Palomino, Julita Vassileva and Seiji Isotani
    Citation: Smart Learning Environments 2022 9:16
  22. Technology has enabled the higher education ecosystem to tailor to the students who have diverse needs and to engage with them remotely, especially when face-to-face interaction is not possible. This research ...

    Authors: Siti Intan Nurdiana Wong Abdullah, Klara Arokiyasamy, Sock Leng Goh, Andrea Joveena Culas and Nor Masheera Abdul Manaf
    Citation: Smart Learning Environments 2022 9:15
  23. The primary question of this study is whether OLM and OSLM mechanisms, when used in a digital game, offer higher motivation. Furthermore, the study investigates whether a game’s aesthetics and mechanics suppor...

    Authors: Angeliki Leonardou, Maria Rigou, Aliki Panagiotarou and John Garofalakis
    Citation: Smart Learning Environments 2022 9:14
  24. This study examined perspectives of distance education students on online learning based on their access gadgets (availability and functionality), online presentation or teaching methods, actual use of online ...

    Authors: Moses Segbenya, Brandford Bervell, Vincent Mensah Minadzi and Beatrice Asante Somuah
    Citation: Smart Learning Environments 2022 9:13
  25. The objective of this research paper is to check the difference between pre and post-session of the Brighter Minds based Cognitive Skill Training. The exploratory and descriptive research design is used in thi...

    Authors: Ramesh Kumar Chaturvedi, Vishal Verma and Kushendra Mishra
    Citation: Smart Learning Environments 2022 9:7
  26. Emotional design refers to imbuing a multimedia learning environment with design attributes that promote learners’ positive affect and motivation to enhance learning. One such feature is anthropomorphism, in w...

    Authors: Tze Wei Liew, Wei Ming Pang, Meng Chew Leow and Su-Mae Tan
    Citation: Smart Learning Environments 2022 9:5
  27. With the increasing use of digital learning materials in higher education, the accumulated operational log data provide a unique opportunity to analyzing student learning behaviors and their effects on student...

    Authors: Boxuan Ma, Min Lu, Yuta Taniguchi and Shin’ichi Konomi
    Citation: Smart Learning Environments 2022 9:2
  28. Popularly used in marketing and business, gamification has been gaining interest in educational contexts for its potential to invigorate otherwise mundane or difficult processes. A gamified environment transfe...

    Authors: Vimala Judy Kamalodeen, Nalini Ramsawak-Jodha, Sandra Figaro-Henry, Sharon J. Jaggernauth and Zhanna Dedovets
    Citation: Smart Learning Environments 2021 8:36
  29. All human being’s ways of living, working and studying were significantly impacted by the Covid-19 in 2020. In China, the Ministry of Education reacted fast in ensuring that primary school students could lear...

    Authors: Lina Zhao, Peter Thomas and Lingling Zhang
    Citation: Smart Learning Environments 2021 8:35
  30. With the rapid development of information technology, e-books have become convenient for students to improve their learning performance, especially when learning complicated concepts. However, research showed ...

    Authors: Xiangling Zhang, Ahmed Tlili, Keith Shubeck, Xiangen Hu, Ronghuai Huang and Lixin Zhu
    Citation: Smart Learning Environments 2021 8:34
  31. Blockchain is arguably the next technology-mediated socioeconomic mega trend after the ongoing era of Net Neutrality and Big Data. This theoretical paper explores blockchain technology and its impacts on educa...

    Authors: Jae Park
    Citation: Smart Learning Environments 2021 8:33
  32. The rapid advancement of technology has allowed computer-assisted language learning (CALL) to have made inroads in the area of pedagogy for language and culture learning. While the majority of studies have use...

    Authors: Jaeuk Park
    Citation: Smart Learning Environments 2021 8:32

    The Correction to this article has been published in Smart Learning Environments 2022 9:12

  33. Recommendation systems need a deeper understanding of users and their motivations to improve recommendation quality and provide more personalized suggestions. This is especially true in the education domain, t...

    Authors: Boxuan Ma, Min Lu, Yuta Taniguchi and Shin’ichi Konomi
    Citation: Smart Learning Environments 2021 8:31

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