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  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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

  13. 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
  14. The flow experience (i.e., challenge-skill balance, action-awareness merging, clear goals, unambiguous feedback, concentration, sense of control, loss of self-consciousness, transformation of time, and autotelic ...

    Authors: Wilk Oliveira, Kamilla Tenório, Juho Hamari, Olena Pastushenko and Seiji Isotani
    Citation: Smart Learning Environments 2021 8:30
  15. Advances in information technologies present opportunities for novel approaches, methods, and tools for new or improved education and training practices. Furthermore, these technologies are enabling a shift in...

    Authors: Kadir Alpaslan Demir
    Citation: Smart Learning Environments 2021 8:29
  16. There is a growing interest in employing telepresence robots in different educational contexts due to their great potentials to enhance and improve educational experiences for remote learners. However, there i...

    Authors: Hanaa Ouda Khadri
    Citation: Smart Learning Environments 2021 8:28
  17. The COVID-19 pandemic caused many colleges to quickly shift to virtual learning, leading students to rely on technology to complete coursework while also experiencing new situations and stressors. The present ...

    Authors: Kara Sage, Sophia Jackson, Emily Fox and Larissa Mauer
    Citation: Smart Learning Environments 2021 8:27
  18. In Ethiopia, secondary school Civics and Ethical Education has been offered to students with prime objective of producing competent and rational citizens. While policy narratives advocate constructivist pedag...

    Authors: Alemayehu Habte, Alemayehu Bishaw and Meskerem Lechissa
    Citation: Smart Learning Environments 2021 8:26
  19. The social distancing due to the Covid-19 epidemic has disturbed all sectors of society, including education. To maintain normal operations, it is necessary to adapt quickly to this situation. Many technologie...

    Authors: Sayed Kifayat Shah, Zhongjun Tang, Sayed Muhammad Fawad Sharif and Arifa Tanveer
    Citation: Smart Learning Environments 2021 8:25
  20. With the increasing shift from STEM to STEAM education, arts-based approaches to science teaching and learning are considered promising for aligning school science curricula with the development of twenty-fir...

    Authors: Angelos N. Alexopoulos, Pierluigi Paolucci, Sofoklis A. Sotiriou, Franz X. Bogner, Tommaso Dorigo, Mariaelena Fedi, Dario Menasce, Michele Michelotto, Simone Paoletti and Francesca Scianitti
    Citation: Smart Learning Environments 2021 8:23
  21. In this mixed-methods research, the relationship between four factors of individual online learners and their mathematics self-concept was explored. In addition, the challenges the students faced in learning m...

    Authors: Rex Bringula, Jon Jester Reguyal, Don Dominic Tan and Saida Ulfa
    Citation: Smart Learning Environments 2021 8:22
  22. Due to its immersive and interactive nature, 360-degree video is becoming ever more popular. However, little is known about the public’s viewpoints and attitudes regarding the use of this emerging technology i...

    Authors: Georgios Lampropoulos, Vassilis Barkoukis, Kevin Burden and Theofylaktos Anastasiadis
    Citation: Smart Learning Environments 2021 8:20
  23. In the era of digitalization of learning and teaching processes, Educational Data Literacy (EDL) is highly valued and is becoming essential. EDL is conceptualized as the ability to collect, manage, analyse, co...

    Authors: Zacharoula Papamitsiou, Michail E. Filippakis, Marilena Poulou, Demetrios Sampson, Dirk Ifenthaler and Michail Giannakos
    Citation: Smart Learning Environments 2021 8:18
  24. A major problem an instructor experiences is the systematic monitoring of students’ academic progress in a course. The moment the students, with unsatisfactory academic progress, are identified the instructor ...

    Authors: Ijaz Khan, Abdul Rahim Ahmad, Nafaa Jabeur and Mohammed Najah Mahdi
    Citation: Smart Learning Environments 2021 8:17
  25. This paper was developed within the scope of a PhD thesis that intends to characterize the use of mobile applications by the students of the University of Aveiro during class time. The main purpose of this pap...

    Authors: David Manuel Duarte Oliveira, Luís Pedro and Carlos Santos
    Citation: Smart Learning Environments 2021 8:14
  26. Despite the increasing use of the self-regulated learning process in the smart learning environment, understanding the concepts from a theoretical perspective and empirical evidence are limited. This study use...

    Authors: Yusufu Gambo and Muhammad Zeeshan Shakir
    Citation: Smart Learning Environments 2021 8:12
  27. This paper proposes an Internet of Things device (IoT)-based ecosystem that can be leveraged to provide children and adolescent students with STEM educational activities. Our framework is general and scalable,...

    Authors: Francisco Benita, Darshan Virupaksha, Erik Wilhelm and Bige Tunçer
    Citation: Smart Learning Environments 2021 8:11
  28. In inquiry-based science lessons teachers face the challenge of adhering to curricular goals while simultaneously following students’ intuitive understandings. Improvisation (improv) provides a useful frame fo...

    Authors: Maggie Dahn, Christine Lee, Noel Enyedy and Joshua Danish
    Citation: Smart Learning Environments 2021 8:10
  29. This paper is basic research focused on the analysis of scientific advances related to Smart Learning Environments (SLE). Our main objective is to single out the common aspects to propose a new definition whic...

    Authors: Pedro Antonio García-Tudela, Paz Prendes-Espinosa and Isabel María Solano-Fernández
    Citation: Smart Learning Environments 2021 8:9
  30. This study employed a phenomenographic approach to investigate science teachers’ conceptions of inquiry-based learning through a serious game. Simaula is a prototype game designed and used as a virtual practic...

    Authors: Petros Lameras, Sylvester Arnab, Sara de Freitas, Panagiotis Petridis and Ian Dunwell
    Citation: Smart Learning Environments 2021 8:7
  31. Student enrollment continues to increase in online programs, but there is concern surrounding the reportedly high rates of attrition in online classes compared to face-to-face classes. Undergraduate students a...

    Authors: Jacqueline S. Stephen and Amanda J. Rockinson-Szapkiw
    Citation: Smart Learning Environments 2021 8:6
  32. Envisioning learning sans interaction is absurd. Interaction plays a pivotal role in the efficacy and effectiveness of the present-day blended learning systems. Learner-content interaction contributes predomin...

    Authors: Pardeep Kumar, Charu Saxena and Hasnan Baber
    Citation: Smart Learning Environments 2021 8:5

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