Results for 'Interactive learning'

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  1. Exploring Sikhi with Interactive Learning and Play - A Holistic Approach for Children.Devinder Pal Singh - 2024 - The Sikh Review, Kolkata, Wb. India 72 (5):56-59.
    Sikhism, a vibrant and inclusive religion, provides a rich tapestry of teachings and traditions. Introducing children to Sikhi through interactive learning and play not only enhances their understanding but also fosters a deep connection with the values and principles of Sikhism. This holistic approach engages children actively, making the learning journey enjoyable, memorable, and impactful. Given the dire need to engage in such a holistic approach, various such activities and their specific examples are described here.
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  2. AI Powered Interactive Learning Platform for Modern Education.Sanjai S. Praba R. - 2024 - International Journal of Scientific Research in Computer Science, Engineering and Information Technology 11 (2):1687-1692.
    AI-powered interactive learning platforms represent a significant advancement in modern education, aiming to enhance the learning experience through personalized, engaging, and adaptive methodologies. These platforms leverage artificial intelligence to create dynamic educational environments that cater to the diverse needs of students, transforming traditional learning paradigms. The introduction of interactive 2D and 3D simulations allows learners to immerse themselves in subjects, making complex concepts more accessible and enjoyable. Gamification elements further motivate students by turning learning (...)
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  3. AI Powered Interactive Learning Platform for Modern Education.Praba R. Sanjai S. - 2024 - International Journal of Scientific Research in Computer Science, Engineering and Information Technology 11 (2).
    AI-powered interactive learning platforms represent a significant advancement in modern education, aiming to enhance the learning experience through personalized, engaging, and adaptive methodologies. These platforms leverage artificial intelligence to create dynamic educational environments that cater to the diverse needs of students, transforming traditional learning paradigms. The introduction of interactive 2D and 3D simulations allows learners to immerse themselves in subjects, making complex concepts more accessible and enjoyable. Gamification elements further motivate students by turning learning (...)
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  4. An Interactive E-Learning Platform.Prof . V. V. Kumbhar Snehal Kumbhar, Rohini Nigave, Sayali Patil, Tanvi Patil - 2025 - International Journal of Innovative Research in Science Engineering and Technology 14 (4):9511-9515.
    This project is a robust online education platform designed to streamline learning and teaching experiences. It integrates features for course management, user authentication, and interactive learning. Core functionalities include user registration, tutor and student profile management, course search and enrollment, video content streaming, and interactive elements like bookmarks, comments, and likes to enhance user engagement. The backend, powered by PHP, ensures dynamic content delivery, while the frontend employs CSS and JavaScript for a user-friendly interface. The database, (...)
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  5. Development and Evaluation of Interactive Self learning Materials (iSLeM) Using Lumi Application: Enhancing Student Engagement and Learning Outcomes in Computer System Servicing.Marnelie B. Fajardo & Eulogio D. Apellido - 2025 - International Journal of Multidisciplinary Educational Research and Innovation 3 (2):1-28.
    The rapid advancement of technology and the unprecedented disruptions caused by the COVID-19 pandemic have significantly reshaped the educational landscape worldwide, accelerating the demand for digital, interactive, and student-centered learning tools. This study explored the development and effectiveness of interactive self-learning materials (iSLeMs) designed for Computer System Servicing (CSS), aiming to address the limitations of traditional teaching methods in technical-vocational education. Developed using the Lumi application, the iSLeMs incorporated multimedia elements such as videos, quizzes, and self-assessment (...)
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  6. Coach-athlete interaction in Muay Thai: a microethnographic analysis of skill learning in a real-world combat sport.Sara Kim Hjortborg, Greg Downey & John Sutton - 2025 - Journal of Sports Sciences 43.
    Coach–athlete interaction is a central component of skill learning in sports. When done well, interventions by a coach can shape an athlete’s perceptual, motivational, and physical capacities and dramatically improve performance. Such interaction is not well modelled by thinking of a coach as transferring rules and directives to the individual athlete. Instead, an ecological perspective on coaching encourages attention to interactions during play, and the diverse ways it can support athlete development and performance. This paper uses microethnographic analysis of (...)
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  7. Development and Validation of E-SelfIMo: E-Learning Self-Directed Interactive Module in Earth Science.Nestor Lasala Jr - 2023 - Recoletos Multidisciplinary Research Journal 11 (1):85-101.
    This study developed and validated E-learning Self-directed Interactive Modules (E-SelfIMo) for Earth Science. The study employed Research and Development method, using the Borg and Gall development procedure, in creating eight e-modules using Kotobee software, evaluating them by experts and students, and determining their effectiveness in terms of students' conceptual understanding. Experts agreed that E-SelfIMo met the DepEd standards for non-printed learning materials, and students attested to their high validity in content, format, and usefulness. Pretest and posttest results (...)
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  8. The Defense Of Oral Interaction In The Midst Of Whatsapp Use In The Learning Environment.Fernandes Arung - 2018 - Journal of English Education 3 (1):40-45.
    This research aimed to explain the defense of oral interactions in the presence of information and communication technologies such as WhatsApp (WA) as well as to explore some of the positive contributions of WA used in building the Real Life Communication, especially in the learning environment. By applying the Exploratory design, this research involved 4 participants from various educational backgrounds as a purposively selected data source indicated as WA users at once. Data were collected through Focus Group Discussion, Interview, (...)
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  9. Effect of E-learning Self-directed Interactive Module (E-SelfIMo) on Students’ Understanding of Earth Science Concepts (2nd edition).Nestor Lasala Jr, Jhonner Ricafort & Jonel Prado - 2025 - Diversitas Journal 10 (2):816-838.
    This study sought to determine the effect of using a researcher-developed e-learning self- directed interactive module (E-SelfIMo) in enhancing the conceptual understanding of selected earth science concepts by senior high school students in the STEM strand of Sorsogon National High School. The study used a mixed -methods approach, consisting of an explanatory sequential research design and a randomized pretest-posttest control group, to compare the conceptual understanding levels of an experimental group of 30 students exposed to E-SelfIMo with 30 (...)
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  10. An Analysis of the Interaction Between Intelligent Software Agents and Human Users.Christopher Burr, Nello Cristianini & James Ladyman - 2018 - Minds and Machines 28 (4):735-774.
    Interactions between an intelligent software agent and a human user are ubiquitous in everyday situations such as access to information, entertainment, and purchases. In such interactions, the ISA mediates the user’s access to the content, or controls some other aspect of the user experience, and is not designed to be neutral about outcomes of user choices. Like human users, ISAs are driven by goals, make autonomous decisions, and can learn from experience. Using ideas from bounded rationality, we frame these interactions (...)
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  11. Engineered Wisdom for Learning Machines.Brett Karlan & Colin Allen - 2024 - Journal of Experimental and Theoretical Artificial Intelligence 36 (2):257-272.
    We argue that the concept of practical wisdom is particularly useful for organizing, understanding, and improving human-machine interactions. We consider the relationship between philosophical analysis of wisdom and psychological research into the development of wisdom. We adopt a practical orientation that suggests a conceptual engineering approach is needed, where philosophical work involves refinement of the concept in response to contributions by engineers and behavioral scientists. The former are tasked with encoding as much wise design as possible into machines themselves, as (...)
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  12. Learning Management System.Rakesh Mallarpu Dr R. J. Aarthi - 2025 - International Journal of Innovative Research in Science Engineering and Technology 14 (4).
    The Learning Management System (LMS) Portal is a comprehensive web-based platform designed to facilitate educational institutions in managing and delivering digital learning content. It allows administrators to manage courses, instructors to upload learning materials and assignments, and students to access resources, submit work, and track their progress. The portal simplifies communication between students and educators and supports remote learning environments. With user-friendly interfaces and real-time interaction features, it bridges the gap between traditional classrooms and modern e- (...) practices. (shrink)
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  13. SpectraLearn Personalized Learning Solutions for Children with Autism.P. Vahid Vali S. Sarjun Beevi, T. Raghavendhar, M. Sri Gayatri, R. Niharika - 2025 - International Journal of Innovative Research in Science Engineering and Technology 14 (4):8802-8808.
    Autism Spectrum Disorder (ASD) affects children's ability to communicate, socialize, and engage in learning activities. This project presents the development of a user-friendly web application designed to support children with autism through interactive and educational features tailored to their needs. The application incorporates visual aids, gamified learning modules, speech and text-based communication tools, and progress tracking features. It is developed using modern web technologies to ensure accessibility across devices and ease of use for both children and caregivers. (...)
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  14. VIRTUAL LANDSCAPE IN SERIOUS GAMES: A FRAMEWORK FOR ENHANCING THE PLAYER INTERACTION FOCUSING ON THE LEARNING RATE.Sepehr Vaez Afshar - 2021 - Dissertation, Istanbul Technical University
    Throughout history, education has always been essential for humanity's justice and fundamental for the creation of a free and satisfying society with the dissemination of knowledge. Hence, in addition to the life occurrences educating people, traditional higher education methods have played an important role for a long period. However, the age of technology has changed the educational system along with the people's lifestyles to meet the continuously changing conditions. During the past twenty years, the Information and Communication Technologies (ICTs) led (...)
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  15. Virtual Health Assistance: Improving Patient Interaction through AI using Machine Learning.P. Shiva Dr K. V. Shiny - 2025 - International Journal of Innovative Research in Science Engineering and Technology 14 (4).
    This document is based on integrating healthcare system and create a self-sustaining ecosystem that can help healthcare providers and hospitals to provide adequate as well as accurate treatment. This is now the age of smart computer. Machines have started to impersonate as human, with the advent of artificial intelligence, machine learning, and deep learning. Chatbot is classified as conversational software agents enabled by natural language processing, and is an excellent example of such system. A Chatbot is a program (...)
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  16. Reinforcement Learning In Dynamic Environments: Optimizing Real-Time Decision Making For Complex Systems.N. Geetha - 2025 - International Journal of Advanced Research in Electrical, Electronics and Instrumentation Engineering (Ijareeie) 14 (3):694-697.
    Reinforcement Learning (RL) has emerged as a powerful technique for optimizing decision-making in dynamic, uncertain, and complex environments. The ability of RL algorithms to adapt and learn from interactions with the environment enables them to solve challenging problems in fields such as robotics, autonomous systems, finance, and healthcare. In dynamic environments, where conditions change in real-time, RL must continually update its policy to maximize cumulative rewards. This paper explores the application of RL in dynamic environments, with a focus on (...)
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  17. Interactivity and multimedia interfaces.David Kirsh - 1997 - Instructional Science 25:79-96.
    Multimedia technology offers instructional designers an unprecedented opportunity to create richly interactive learning environments. With greater design freedom comes complexity. The standard answer to the problems of too much choice, disorientation, and complex navigation is thought to lie in the way we design interactivity in a system. Unfortunately, the theory of interactivity is at an early state of development. After critiquing the decision cycle model of interaction—the received theory in human computer interaction—I present arguments and observational data to (...)
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  18. Learning Networks and Connective Knowledge.Stephen Downes - 2010 - In Harrison Hao Yang & Steve Chi-Yin Yuen, Collective Intelligence and E-Learning 2.0: Implications of Web-Based Communities and Networking. IGI Global.
    The purpose of this chapter is to outline some of the thinking behind new e-learning technology, including e-portfolios and personal learning environments. Part of this thinking is centered around the theory of connectivism, which asserts that knowledge - and therefore the learning of knowledge - is distributive, that is, not located in any given place (and therefore not 'transferred' or 'transacted' per se) but rather consists of the network of connections formed from experience and interactions with a (...)
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  19. Active learning of social studies teachers in thailand 4.0 era.Wipapan Phinla & Wipada Phinla - 2020 - Journal of Education, Thaksin University 20 (1):1-12.
    Active learning of social studies teachers in Thailand 4.0 era is a learning process the new information. Learn more alert and lively. The learners have continued to initiate and focus on the content. From the creation of knowledge Interacting together. Act on your own. The teacher is to facilitate learning. Which can be applied in learning management in social studies courses. There are 4 steps as follows :Step 1Confrontation with social studies problems. Step 2 Identifying the (...)
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  20. Disembodied Learning: A Critical Perspective on Flourishing with AI in Education.Anco Peeters, Mălina Chichirău, Thomasin N. Coggins & Serge Thill - forthcoming - In Cristina Costescu, Shaping Children’s Learning Through Technology. Cham: Springer.
    The ongoing and decades-long digitalisation of educational practices is largely motivated by the assumption that learning is best understood in terms of information processing. AI tutors and other educational AI tools leverage and accelerate this shift by presenting abstract, symbolic interactions as enhancing learning. Yet, while such AI implementations present as human-like, they are detached from physical, social, and ethical contexts and in fact herald a further shift towards disembodied learning. In this critical review, we develop a (...)
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  21. Machine Learning Solutions for Cyberbullying Detection and Prevention on Social Media.Baditha Yasoda Krishna Gandi Pranith - 2025 - International Journal of Advanced Research in Education and Technology 12 (2):721-729.
    This work explores the potential of big data analytics, natural language processing (NLP), and machine learning (ML) techniques in predicting cyberbullying on social media. By analyzing large-scale datasets consisting of user comments, posts, and interactions, the study aims to detect harmful content patterns, abusive language, and behavioral trends that indicate cyberbullyingThe rapid proliferation of social media has transformed communication and interaction, but it has also led to an alarming rise in cyberbullying incidents. Cyberbullying, characterized by repeated and intentional harassment (...)
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  22. A Learning Model for Geography Based on Constructivist Theory: Empowering Primary Students with Lifelong Learning Competencies.Wipapan Phinla, Wipada Phinla, Natcha Mahapoonyanont & Nuttapong Songsang - 2025 - In Wipapan Phinla, Wipada Phinla, Natcha Mahapoonyanont & Nuttapong Songsang, A learning model for geography based on constructivist theory: Empowering primary students with lifelong learning competencies. Songkhla: pp. 16-31.
    This documentary research aims to analyze and synthesize educational theories and relevant scholarly works to develop a conceptual learning model for teaching geography in primary education based on constructivist theory, with the goal of promoting lifelong learning competencies. The study is driven by the growing global emphasis on 21st-century education reforms that call for learner-centered pedagogies, critical thinking, and skills transferable beyond the classroom. Geography education, often underutilized in foundational skill-building, presents rich potential for developing these competencies when (...)
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  23. Dynamic Interactive Multimodal Speech (DIMS) Framework.Ikhimwin Gladys Ameze - 2023 - Frontiers in Global Health Sciences 2 (1):1-13.
    Articulation disorders significantly impact children's speech intelligibility, academic performance and social interactions. Traditional intervention methods primarily focus on isolated phonetic corrections, often neglecting the cognitive, sensory-motor, and social aspects of speech production. The Dynamic Interactive Multimodal Speech (DIMS) Framework presents a comprehensive psycholinguistic approach that integrates visual, auditory, and tactile-kinesthetic cues, alongside neural plasticity-based reinforcement and social-environmental integration to enhance articulation therapy. This study explores the theoretical underpinnings of multimodal speech processing and presents a case study of a six-year-old (...)
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  24. It's All in the Game: A 3D Learning Model for Business Ethics.Suzy Jagger, Haytham Siala & Diane Sloan - 2016 - Journal of Business Ethics 137 (2):383-403.
    How can we improve business ethics education for the twenty first century? This study evaluates the effectiveness of a visual case exercise in the form of a 3D immersive game given to undergraduate students at two UK Universities as part of a mandatory business ethics module. We propose that due to evolving learning styles, the immersive nature of interactive games lends itself as a vehicle to make the learning of ethics more ‘concrete’ and ‘personal’ and therefore more (...)
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  25. Machine Learning Algorithms: Simulating Intentionality in Artificial Intelligence.Dorothy Ngaihlian - 2025 - Social Science Research Network (Ssrn).
    The meteoric rise of artificial intelligence (AI) has reshaped human society, enabling machines to perform tasks once deemed the exclusive domain of human cognition, from navigating complex urban landscapes to crafting eloquent prose. Yet, a profound philosophical question looms: Can these systems possess intentionality, the capacity to direct actions toward goals, beliefs, or desires with the nuanced depth of human consciousness? Franz Brentano defined intentionality as the "aboutness" of mental states, a quality intrinsic to human experience. This paper embarks on (...)
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  26. Visible learning in the primary school: How does it work?Wipapan Phinla, Natcha Mahapoonyanont, Wipada Phinla, Nuttapong Songsung & Magnus S. Gudmundsson - 2023 - Proceedings 8Th International Conference on Education and Social Science (Icess-2023) 2023 (2023):43-57.
    This study explores the implementation and effectiveness of Visible Learning strategies in primary schools, focusing on understanding how these strategies work to enhance student learning outcomes. Visible Learning, as proposed by Hattie (2009), emphasizes making learning processes explicit and visible to students, enabling them to engage in their learning journey actively. The study investigates the practical application of Visible Learning techniques in primary school classrooms, examining the impact on student achievement, motivation, and teacher-student interactions. (...)
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  27. Lessons learned from the success of model schools for 21st century learners: enhancing educational quality through the visible learning concept.Wipapan Phinla, Wipada Phinla & Natcha Mahapoonyanont - 2024 - Library Progress International 44 (3):1-11.
    This study explores the implementation of John Hattie’s Visible Learning framework in Thai model schools, aimed at enhancing educational quality and preparing learners for the 21st century. The research identifies four critical elements of the framework: data-driven instruction, clear learning goals, effective teacher-student interactions, and fostering a culture of self-improvement. These components, when applied in Thai schools, have led to significant improvements in student outcomes, critical thinking, and engagement by making the learning process more transparent and measurable. (...)
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  28. Learning ecosystem in the classroom for supporting pedagogy under the concept of visible learning.Natcha Mahapoonyanont, Wipapan Phinla, Wipada Phinla, Taradeth Mahapoonyanont, Nuttapong Songsung & Magnus S. Gudmundsson - 2023 - Proceedings 8Th International Conference on Education and Social Science (Icess-2023) 2023 (2023):68-78.
    This study investigates the implementation of a learning ecosystem within classrooms to enhance pedagogy through the lens of Visible Learning. Grounded in Hattie's (2009) framework, which emphasizes the importance of making learning visible and impactful, this research explores integrating diverse educational elements into the classroom environment. The study examines how a dynamic learning ecosystem, comprising interactive technologies, collaborative activities, formative assessments, and targeted feedback mechanisms, supports effective teaching methods. By utilizing Hattie's principles, this research aims (...)
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  29. Longitudinal Human Computer Interaction: A Framework for Stable Cognitive Alignment in Large Language Models.Justin Hudson & Chase Hudson - manuscript
    This paper introduces the Longitudinal Human Computer Interaction Framework, a new model for understanding how large language systems develop stable behavioral patterns through extended interaction with a single human user. Traditional HCI research focuses on short term usability and task completion, while AI alignment studies emphasize training time interventions such as fine tuning or reinforcement learning. Longitudinal HCI describes a different phenomenon. A system with fixed parameters can show consistent and predictable behavioral change when it engages with a user (...)
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  30. Reading Universal Design for Learning through the Communities of Learning and Inquiry approach.Agnese Graticola - 2025 - Giornale Italiano di Educazione Alla Salute, Sport e Didattica Inclusiva 9 (2):online.
    The UDL model can also be approached through a Communities of Learning and Inquiry (CoI) view. This perspective allows the investigation of a generative learning situation by examining the interactions among environments, resources, learners and teachers. The aim of this work is to discuss, through a narrative review, the possibilities of transforming learning contexts into CoI environments (Lipman) and to identify key elements contributing to rely on complexity as a frame of learning processes. -/- Il modello (...)
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  31. Discovering Learning Patterns through Data Mining in E-Learning Platforms Data Mining for Anomaly Detection in Network Traffic.Savitha R. & Nagaratnamma R. - 2024 - International Journal of Scientific Research in Science, Engineering and Technology 11 (2).
    This paper explores the application of data mining techniques to discover learning patterns in e-learning platforms. With the increasing adoption of e-learning systems, vast amounts of user interaction data are generated, providing valuable insights into student behavior, engagement, and learning outcomes. This research aims to apply various data mining algorithms, including clustering, classification, and association rule mining, to analyze the data collected from e-learning platforms. The primary objective is to uncover hidden patterns related to student (...)
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  32. Interactive Story for Teaching Ecosystem Topics Using Twine Application for Elementary School Students (2nd edition).Ana Carmella Jalmasco, Joyce Maan Loberes & Nestor Lasala Jr - 2025 - Journal of Basic Education Research 6 (No.2):66-78.
    Purpose of the Study. This study aims to design, develop, and evaluate EcoQuest, an interactive digital story for teaching ecosystem topics to elementary students. Utilizing the Twine application, EcoQuest integrates interactive storytelling to create an engaging instructional tool for science education. Methodology. A descriptive-developmental research design, following the ADDIE model, was employed. EcoQuest was developed using Twine for interactivity, Canva for visual design, and AI-generated narration for audio. Supplementary videos were sourced from YouTube. The tool was evaluated by (...)
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  33. Teacher Tech- instructor as an Aid to Independent Learning: Effect on Fourth Grade Learners’ Competence in Science.Kenneth D. C. Delos Santos - 2025 - International Journal of Multidisciplinary Educational Research and Innovation 3 (1):232-241.
    This study is intended to determine the effects of using Teacher-Tech Instructor, a technology-aided intervention designed for independent learning sessions, on improving the scientific mastery of grade 4 learners of Mataas na Parang Elementary School. The intervention utilizes interactive presentations with basic programming features to facilitate and enhance the learning process. This study utilized the pretest-posttest single group design to determine the changes in the learning performance before and after the utilization of the intervention. Pretest and (...)
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  34. Active learning in social studies.Wipada Phinla & Wipapan Phinla - 2019 - Bangkok: Thammasat University Press.
    In today's global society, learners are shifting their roles from passive recipients of knowledge to active participants in creating knowledge themselves. This necessitates that teachers encourage students to engage in higher-order thinking, discussions, interactions, and hands-on activities according to individual differences. Therefore, proactive learning materials in social studies are crucial guidelines that teachers can use to align with 21st-century classrooms. This approach aims to develop students' knowledge, skills, and attitudes for happy learning while solving problems when facing real-life (...)
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  35. A learning model for geography based on constructivist theory: Empowering primary students with lifelong learning competencies.Wipapan Phinla, Wipada Phinla, Natcha Mahapoonyanont & Nuttapong Songsang (eds.) - 2025 - Songkhla:
    This documentary research aims to analyze and synthesize educational theories and relevant scholarly works to develop a conceptual learning model for teaching geography in primary education based on constructivist theory, with the goal of promoting lifelong learning competencies. The study is driven by the growing global emphasis on 21st-century education reforms that call for learner-centered pedagogies, critical thinking, and skills transferable beyond the classroom. Geography education, often underutilized in foundational skill-building, presents rich potential for developing these competencies when (...)
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  36. Counterfactual Structure and Learning from Experience in Negotiations.Keith Markman, Laura Kray & Adam Galinsky - 2009 - Journal of Experimental Social Psychology 45 (4):979-982.
    Reflecting on the past is often a critical ingredient for successful learning. The current research investigated how counterfactual thinking, reflecting on how prior experiences might have been different, motivates effective learning from these previous experiences. Specifically, we explored how the structure of counterfactual reflection – their additive (‘‘If only I had”) versus subtractive (‘‘If only I had not”) nature – influences performance in dyadic-level strategic interactions. Building on the functionalist account of counterfactuals, we found across two experiments that (...)
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  37. The benefits of acquiring interactional expertise: Why (some) philosophers of science should engage scientific communities.Kathryn S. Plaisance - 2020 - Studies in History and Philosophy of Science Part A 83 (C):53-62.
    Philosophers of science are increasingly arguing for and addressing the need to do work that is socially and scientifically engaged. However, we currently lack well-developed frameworks for thinking about how we should engage other expert communities and what the epistemic benefits are of doing so. In this paper, I draw on Collins and Evans' concept of ‘interactional expertise’ – the ability to speak the language of a discipline in the absence of an ability to practice – to consider the epistemic (...)
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  38. Structured Rational Thinking To Learn Disciplinary Principles And Assess Written Language.Luis Jorge Benítez Barajas - 2024 - International Conference on Advanced Research in Teaching and Education Proceedings Berlin Germany 9 (1):1-33. Translated by Luis Jorge Benítez Barajas.
    The objective of the research is to test the feasibility of implementing Structured Rational Thinking to learn disciplinary principles, evaluate written language, and answer the questions: What are its epistemological foundations? What explains why rational thinking is not common in people? How do students modify their conceptualization of thematic principles through it? And how does it help students to build knowledge and express it? Rational thinking was theoretically framed and its derivation into types of structured thinking: logical, methodical, and narrative; (...)
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  39. Fair machine learning under partial compliance.Jessica Dai, Sina Fazelpour & Zachary Lipton - 2023 - In Francesca Rossi, Sanmay Das, Jenny Davis, Kay Firth-Butterfield & Alex John, AIES '23: Proceedings of the 2023 AAAI/ACM Conference on AI, Ethics, and Society. Association for Computing Machinery. pp. 55–65.
    Typically, fair machine learning research focuses on a single decision maker and assumes that the underlying population is stationary. However, many of the critical domains motivating this work are characterized by competitive marketplaces with many decision makers. Realistically, we might expect only a subset of them to adopt any non-compulsory fairness-conscious policy, a situation that political philosophers call partial compliance. This possibility raises important questions: how does partial compliance and the consequent strategic behavior of decision subjects affect the allocation (...)
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  40.  89
    Evaluating Mathematics Learning Experience of Grade 7 Students of Bato School of Fisheries.Leomarich Casinillo, Rechin Galenzoga & Darwin Raagas - 2020 - International Journal of Indonesian Education and Teaching 4 (2):193-207.
    A positive learning experience stems from active engagement with the lesson and greater interaction in learning activities. This study investigated the types of learning experience of students in Bato School of Fisheries, Leyte, Philippines such as Hands-on, Minds-on and Authentic Learning. Also, the study analyzed the students’ level of achievement in learning mathematics under each type of learning experience. The study employed a random of 25% of the grade 7 students for experimental design that (...)
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  41. An Unconventional Look at AI: Why Today’s Machine Learning Systems are not Intelligent.Nancy Salay - 2020 - In LINKs: The Art of Linking, an Annual Transdisciplinary Review, Special Edition 1, Unconventional Computing. pp. 62-67.
    Machine learning systems (MLS) that model low-level processes are the cornerstones of current AI systems. These ‘indirect’ learners are good at classifying kinds that are distinguished solely by their manifest physical properties. But the more a kind is a function of spatio-temporally extended properties — words, situation-types, social norms — the less likely an MLS will be able to track it. Systems that can interact with objects at the individual level, on the other hand, and that can sustain this (...)
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  42. A cybernetic guide to implementing AI for collaborative learning: A synthesis of four studies conducted with adult learners.Shantanu Tilak - forthcoming - Frontiers of Digital Education 2.
    This paper synthesizes four studies conducted at a special education independent school and affiliated liberal arts university with teachers, senior high school students, and college learners 18 and up, focusing on applying AI to (1) design course blueprints, (2) create comic strip assignments, (3) mediate interactive Socratic discussions, and (4) use learning data to assist students with disabilities in mathematics classes. Gordon Pask’s cybernetics is used to visualize interactions to show how AI acts as a component in emergent (...)
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  43. Transforming E-Commerce with Pragmatic Advertising Using Machine Learning Techniques.Sankara Reddy Thamma Sankara Reddy Thamma - 2025 - International Journal of Scientific Research in Computer Science, Engineering and Information Technology 11 (1):394-404.
    Today e-commerce has had tremendous growth in the past years primarily due to changes in technology and customer’s buying behavior. One of the big shifts in the process has been the use of ML in advertising which has the capability to transform the marketing domain together with consumer interactions. This paper discusses the viability of using machine learning for designing realistic models of advertising to increase effectiveness of target and personalized advertising, as well as conversion rates in e-commerce. Several (...)
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  44. HCI Model with Learning Mechanism for Cooperative Design in Pervasive Computing Environment.Hong Liu, Bin Hu & Philip Moore - 2015 - Journal of Internet Technology 16.
    This paper presents a human-computer interaction model with a three layers learning mechanism in a pervasive environment. We begin with a discussion around a number of important issues related to human-computer interaction followed by a description of the architecture for a multi-agent cooperative design system for pervasive computing environment. We present our proposed three- layer HCI model and introduce the group formation algorithm, which is predicated on a dynamic sharing niche technology. Finally, we explore the cooperative reinforcement learning (...)
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  45. Phenomenon-based learning that connected to transdisciplinary in the classroom of social studies teachers.Wipapan Phinla & Wipada Phinla - 2022 - Journal of Education, Thaksin University 22 (2):1-13.
    Phenomenon-based learning is learning activities management processes that Connected to Transdisciplinary in The Classroom of Social Studies Teachers by encouraging learners to collaboratively observe interesting phenomena and can be found in the real-world on interdisciplinary to lead the group discussion in a wider perspective as well as to inform learners about attention issues, problems, and questioning under the context of observable phenomena that consist of 6 steps as follows: Step 1: Choose an interesting social phenomenon; Step 2: Observe (...)
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  46. From boredom to excitement: unleashing motivation with Kahoot in English language learning.Abdullah Noori & Asadullah Azimi - 2023 - Erudita: Journal of English Language Teaching 3 (2):191-203.
    The advent of digital games in language classrooms has ushered in a new era of interactive and dynamic learning experiences. Among these platforms, Kahoot stands out as an engaging and entertaining gaming platform, capturing the attention of both instructors and students. Despite the previous studies on the impact of Kahoot on language learning motivation, they have predominantly focused on assessing the effects of Kahoot before and after instruction overlooking direct comparisons with traditional instructional methods. Consequently, the present (...)
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  47. Reinforcement Learning and Generative AI: Training Machines to Be Creators.Yadav Bhati Aditya Ramesh - 2019 - International Journal of Computer Technology and Electronics Communication 2 (1).
    Generative AI has rapidly advanced in recent years, producing impressive outcomes across various domains such as art, music, writing, and design. While much of this progress is attributed to deep learning techniques like GANs (Generative Adversarial Networks) and VAEs (Variational Autoencoders), reinforcement learning (RL) has emerged as a promising approach for enhancing the creative potential of generative models. By framing content generation as a sequential decision-making process, RL enables AI models to improve through interaction with their environment, receiving (...)
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  48. Enhancing Human-Computer Interaction With Real-Time Hand Gesture Translation.S. Yamuna DrG Nirmala - 2025 - International Journal of Innovative Research in Computer and Communication Engineering 13 (4):3108-3113.
    Using cutting-edge computer vision and machine learning techniques, this research study suggests a real-time system for hand gesture recognition and text conversion using OpenCV and MediaPipe. The system processes live video input, detects hand movements, and translates specific gestures into corresponding text outputs. By leveraging a deep learning-based hand tracking model and a rule-based gesture classification method, the approach ensures efficient and accurate recognition. The primary applications of this system include enhancing human-computer interaction, assisting individuals with speech impairments, (...)
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  49. Learning Management System (LMS) for Academic Inclusion and Learning Agency: An Interpretive Review of Technoprogressivism in ODL Instructional Technology Policy.Bongani Nkambule, Sindile Ngubane & Siphamandla Mncube - 2023 - Journal of Education Society and Multiculturalism 4 (2):48-84.
    Literature frequently describes how ineffective implementation of instructional policy frameworks can make distance learning a lonely and unrewarding academic pursuit, characterized by high student drop-out rates, high failure rates and academic exclusion. In trying to mitigate this catastrophe, academic departments in distance learning institutions utilize learning management systems (LMSs) to stimulate students’ learning experiences. In keeping with techno-progressivism, the researchers (and authors of this paper) turned to extant documentary policy and literature to review – qualitatively – (...)
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  50. The Role of Language Learning Apps and Software in Developing English Language Proficiency Among Bachelor in Elementary Education Students: A Sequential Explanatory Study.Grace Calolo, Shennie Puerin & Nancy Gemarino - 2025 - Ddosc Multidisciplinary Research Journal 3:32-42.
    This study investigated the role of language learning apps and software, specifically the Duolingo app, in developing the English language proficiency among first-year Bachelor’s in Elementary Education (BEED) students at Davao de Oro State College. The study was conducted in response to the existing gap in understanding how digital language tools specifically support the development of English proficiency among BEED students. Guided by this gap, the study’s objective was to determine the extent to which language learning apps can (...)
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