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Journal articles on the topic 'Interactive platforms'

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1

Singh, Manish, Dr Vishal Shrivastava, Dr Akhil Pandey, and Dr Vishal Shrivastava. "Cloud-Based Platforms for Interactive Data Visualization." International Journal of Research Publication and Reviews 5, no. 3 (2024): 6276–78. http://dx.doi.org/10.55248/gengpi.5.0324.0867.

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Katz, Yuval. "Interacting for Peace: Rethinking Peace Through Interactive Digital Platforms." Social Media + Society 6, no. 2 (2020): 205630512092662. http://dx.doi.org/10.1177/2056305120926620.

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Peace is often studied as a lull in war or as a way to make war inconceivable. In this study, I explore the ability of digital culture to promote a new understanding of peace as a communication concept. Specifically, I analyze small digital platforms devoted to making people care about peace by encouraging them to play, explore, listen, or participate in a variety of activities. Since war is centered around the occupation of spaces and places, I use time and temporality as a theoretical framework for understanding how these interactive digital platforms construct peace in a way that is meaning
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Thöndel, Evžen. "INTERACTIVE MOTION PLATFORMS AND VIRTUAL REALITY FOR VEHICLE SIMULATORS." Acta Polytechnica CTU Proceedings 12 (December 15, 2017): 108. http://dx.doi.org/10.14311/app.2017.12.0108.

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Interactive motion platforms are intended for vehicle simulators, where the direct interaction of the human body is used for controlling the simulated vehicle (e.g. bicycle, motorbike or other sports vehicles). The second use of interactive motion platforms is for entertainment purposes or fitness. The development of interactive motion platforms reacts to recent calls in the simulation industry to provide a device, which further enhances the virtual reality experience, especially with connection to the new and very fast growing business in virtual reality glasses. The paper looks at the design
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Zhang, Man, and Azhari Md Hashim. "Research on gamification and perceptual improvement of online course interaction design in children's online education." Multidisciplinary Science Journal 7, no. 10 (2025): 2025477. https://doi.org/10.31893/multiscience.2025477.

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With the rapid advancement of global information technology, the integration of online course resources with traditional classroom teaching has become an increasingly popular trend. This transformation not only demands that learners improve their self-directed learning abilities but also significantly raises users' expectations for the functionality and learning experience of online learning platforms. Consequently, optimizing the interactive design of online learning platforms has emerged as a crucial topic in contemporary educational technology research. This study draws on theories of educa
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Prajapati, Shubham. "Social Media Learning Platform." INTERNATIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 09, no. 05 (2025): 1–9. https://doi.org/10.55041/ijsrem47881.

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Abstract - Social media's effect on communication and access to information has opened new avenues for teaching practice. In this paper, a learning environment built using the MERN stack is explained that combines social media platforms' interaction and educational frameworks' organization and purpose. The system is scalable, responsive, and constructs interactive spaces where users can interact in real-time and have personalized learning paths. The system unites a dynamic database and interactive UI to meet group and individual learning objectives. This paper outlines the system design and im
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Ding, Nianliang. "Interactive Design Strategies for Digital Platforms Promoting Chinese Ceramic Culture." Frontiers in Humanities and Social Sciences 5, no. 1 (2025): 131–35. https://doi.org/10.54691/ayq4nq67.

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The transmission of Chinese ceramic culture relies heavily on cross-cultural interaction, which enhances cultural dissemination by fostering engagement and understanding among international audiences. Digital platforms play a crucial role in this process through virtual exhibitions, interactive participation, and user-generated content (UGC). Virtual exhibitions use immersive 3D technologies to overcome geographical barriers, offering realistic and interactive experiences, while interactive participation—such as gamified learning and creative workshops—deepens user engagement by allowing hands
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Mohamad, Azlina, Adriana Mohd Rizal, Theresa Ho Char Fei, and Farah Akmar binti Anor Salim. "EMBRACING DIGITAL INTERACTIVE PLATFORMS FOR RAPID INTERNATIONALIZATION." Journal of Southwest Jiaotong University 57, no. 3 (2022): 89–101. http://dx.doi.org/10.35741/issn.0258-2724.57.3.8.

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Digital interactive platforms (DIP) enhance communication in a growing online interaction and promote innovation in small business operations. However, there is still a lack of knowledge about the interactions between small and medium-sized enterprises (SMEs) and stakeholders via DIP and the factors contributing to accelerating internationalization. Therefore, this study aims to explore the DIP used by SMEs to interact with service providers to accelerate their internationalization. This study applied the case study methodology and used a dyadic process with selected service providers and Mala
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Leman, Marc, and Antonio Camurri. "Understanding musical expressiveness using interactive multimedia platforms." Musicae Scientiae 10, no. 1_suppl (2006): 209–33. http://dx.doi.org/10.1177/102986490601000110.

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Kravchenko, Olena. "INTERACTIVE PLATFORMS FOR LEARNING ENGLISH MEDICAL TERMINOLOGY." Knowledge, Education, Law, Management, no. 8 (68) (2024): 12–16. https://doi.org/10.51647/kelm.2024.8.2.

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Sinyavskaya, E. V. "Using Educational Platforms to Organize Interactive Lessons." Chemistry at School, no. 1 (January 1, 2025): 40–42. https://doi.org/10.62709/0368-5632-2025-1-40-42.

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Sherriff, Graham. "Interactive tutorials—the platform matters: Learning from a comparative evaluation of tutorial platforms." College & Research Libraries News 78, no. 4 (2017): 212–16. http://dx.doi.org/10.5860/crln.78.4.9652.

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Tran, Hang To Diem, and Minsook Kim. "Factors Influencing the Continued Intent to Use Virtual Interactive Platforms in Korean Small- and Medium-Sized Enterprises for Remote and Hybrid Work." Sustainability 15, no. 13 (2023): 9972. http://dx.doi.org/10.3390/su15139972.

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Virtual interactive platforms have gained popularity in remote and hybrid work settings. However, limited research exists regarding factors that explain employees’ continued use of these platforms, particularly in small and medium-sized enterprises (SMEs). This study aims to introduce a comprehensive research model that elucidates the relationships among platforms’ technological characteristics, individual motivations, satisfaction, and behavioral intentions in the context of virtual interactive platforms. The authors conducted an empirical study involving 353 employees from SMEs in Daegu, Sou
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Wang, Feng, Qi Fan, Hui Deng, and Ji Bin Yin. "PWIG - Interactive Paradigm of Direct Touch Interaction." Advanced Materials Research 765-767 (September 2013): 1722–25. http://dx.doi.org/10.4028/www.scientific.net/amr.765-767.1722.

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The direct touch interaction is considered as an important part of natural human-computer interaction and has become one of the hotspots in recent years. However, current touch interactive designs still rely on traditional WIMP paradigm seriously. To prompt and develop a dedicated user interface for direct touch interaction, in this paper, we explore the interactive features of the touch user interface through statistical analysis method. We classify and summary on the components of user interface from three current mainstream mobile platforms, further abstract the components for touch operati
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Orlovskyi, Danylo, and Valentyna Yuskovych-Zhukovska. "INTERACTIVE LEARNING PLATFORM WITH GAMIFICATION ELEMENTS." Automation of technological and business processes 15, no. 1 (2023): 11. http://dx.doi.org/10.15673/atbp.v15i1.2494.

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In the modern world, the main source of learning and other information is the Internet, as a result of whichthe demand for online education is constantly growing in the digital space. The development of modern informationtechnologies in Ukraine creates conditions for the development of online courses and powerful learning platforms. Themain element of online learning is a high-quality and effective learning platform. The transfer of learning courses fromthe real world to the virtual one requires specialized platforms and services that allow the structuring of learning contentand changing the f
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Jucker, Andreas H., Heiko Hausendorf, Christa Dürscheid, et al. "Doing space in face-to-face interaction and on interactive multimodal platforms." Journal of Pragmatics 134 (September 2018): 85–101. http://dx.doi.org/10.1016/j.pragma.2018.07.001.

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Wang, Yujie. "Research on the Construction of an Interactive Design Platform Based on Neural Networks and Precision Push Algorithms." International Journal of Cognitive Informatics and Natural Intelligence 19, no. 1 (2025): 1–21. https://doi.org/10.4018/ijcini.383949.

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With the development of the internet, virtual interactive design platforms have gradually emerged. Traditional information carriers have shifted from text and images to multimedia content such as audio and video, and the popularity of social networks has driven new changes in the construction of media platforms. More and more platforms are user-centered, combining big data analysis and personalized recommendations to generate video push systems. This paper uses neural network algorithms to study the construction of interactive design platforms and accurate content pushing. It discusses the inf
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Novaković, Aleksandar. "The functionality of interactive digital platforms in online teaching and learning." Nastava i vaspitanje 70, no. 1 (2021): 105–25. http://dx.doi.org/10.5937/nasvas2101105n.

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This paper looks at the functionality of three interactive digital platforms for creating a virtual environment in online teaching and learning - Hangouts Meet, Zoom and Microsoft Teams. These platforms have started being widely used during the 2019-nCoV pandemic. On the basis of a review and comparison of their integrated functions and features, as well as of observations made in the course of their parallel use during the spring semester of 2019/20 at the Department of the Serbian language of the Faculty of Philosophy in Niš, the author has established that these platforms have the same gene
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Moradi, Fatemeh. "The Impact of Interactive Learning Based on Digital Platforms on the Improvement of Students' Communication Skills." Journal of Study and Innovation in Education and Development 1, no. 2 (2021): 19–28. https://doi.org/10.61838/jsied.1.2.3.

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This article investigates the impact of interactive learning based on digital platforms on the improvement of students' communication skills. The study reviews various research articles to understand how digital platforms, such as Learning Management Systems (LMS) and social media, can facilitate interactive learning and enhance communication skills among students. Findings suggest that interactive learning significantly improves communication abilities, particularly in areas such as speaking, writing, and interpersonal skills. However, the effectiveness of these platforms is highly dependent
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Batchakui, Bernabe, Basiliyos Tilahun Betru, Dieudonné Alain Biyong, and Lauris Djilo Tchuenkam. "An Ensemble Learning Recommender System for Interactive Platforms." World Journal of Engineering and Technology 10, no. 02 (2022): 410–21. http://dx.doi.org/10.4236/wjet.2022.102023.

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Kose, Hatice, Neziha Akalin, and Pinar Uluer. "Socially Interactive Robotic Platforms as Sign Language Tutors." International Journal of Humanoid Robotics 11, no. 01 (2014): 1450003. http://dx.doi.org/10.1142/s0219843614500030.

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This paper investigates the role of interaction and communication kinesics in human–robot interaction. This study is part of a novel research project on sign language (SL) tutoring through interaction games with humanoid robots. The main goal is to motivate the children with communication problems to understand and imitate the signs implemented by the robot using basic upper torso gestures and sound. We present an empirical and exploratory study investigating the effect of basic nonverbal gestures consisting of hand movements, body and face gestures expressed by a humanoid robot, and having co
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Roy, Sanjit K., Gaganpreet Singh, Saalem Sadeque, Paul Harrigan, and Kristof Coussement. "Customer engagement with digitalized interactive platforms in retailing." Journal of Business Research 164 (September 2023): 114001. http://dx.doi.org/10.1016/j.jbusres.2023.114001.

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Praba. R and Sanjai. S. "AI-Powered Interactive Learning Platforms for Modern Education." International Journal of Scientific Research in Computer Science, Engineering and Information Technology 11, no. 2 (2025): 1687–92. https://doi.org/10.32628/cseit25112527.

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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 turnin
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De Berigny, Caitilin, Freya Zinovieff, Karen Cochrane, Youngdong Kim, and Zhepeng Rui. "EEG and Sonic Platforms to Enhance Mindfulness Meditation." Journal of Arts and Humanities 5, no. 9 (2016): 1. http://dx.doi.org/10.18533/journal.v5i9.1012.

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<p>This paper explores interactive applications that encourage mindfulness through sensors and novel input technology. Research in psychology and neuroscience demonstrating the benefits of mindfulness is initiating a new movement in interactive design. As cutting edge technologies become more accessible they are being employed to research and explore the practice of mindfulness. We examine three interactive installation artworks that promote mindfulness. In order to contextualize the interactive artworks discussed we first examine the historical background of the Electroencephalogram (EE
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Alsaigh, Mustafa Othman, and Mustafa G. Saeed. "Examining the Influence of Interactive Artificial Intelligence Platforms on Individuals' Daily Decision-Making." Journal of Prospective Researches 25, no. 2 (2025): 32–39. https://doi.org/10.61704/jpr.v25i2.pp32-39.

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This study aims to investigate the impact of interactive artificial intelligence platforms on the quality of daily decisions among individuals, focusing on the role of trust in these platforms as a mediating variable. The study used the descriptive-analytical approach, and data were collected from a sample of (100) university students from various disciplines. The study relied on a questionnaire that included three main axes: level of use, trust in the platform, and quality of daily decisions.The results of the statistical analysis revealed a high level of use of interactive platforms among sa
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Aguilar, Diego Alonso Gómez, Roberto Therón, and Francisco García-Peñalvo. "Semantic Spiral Timelines Used as Support for e-Learning." JUCS - Journal of Universal Computer Science 15, no. (7) (2009): 1526–45. https://doi.org/10.3217/jucs-015-07-1526.

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This article presents Semantic Spiral Timelines (SST) as an interactive visual tool aimed at the exploration and analysis of additional academic information stored in current e-learning platforms. Despite the development of contents specifically for these platforms, and in spite of the various features they provide, knowledge of the actual use made by individual participants is emerging as an unavoidable necessity, so as to ensure proper operation and effective use of e-learning platforms. SST supports the discovery of temporal patterns by incorporating an innovative highly interactive visual
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Ouariach Fatima Zahra, Nejjari Amel, Ouariach Soufiane, and Khaldi Mohamed. "From Platforms to Online Communication Tools." DIROSAT: Journal of Education, Social Sciences & Humanities 2, no. 3 (2024): 130–47. http://dx.doi.org/10.58355/dirosat.v2i3.68.

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In e-learning, the shift from platforms to online communication tools has been significant. As education evolves towards virtual environments, learning platforms become crucial for managing courses, delivering content and assessing learners. The article focuses on various forms of online communication tools, such as discussion forums, live chats and virtual meeting rooms, and explains how these tools facilitate interaction, collaboration and active participation between learners. It also discusses potential obstacles to the integration of these tools. In this contribution, we work with the LMS
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Babayev, Javid. "Application of Social Platforms in Language Learning." Acta Globalis Humanitatis et Linguarum 2, no. 3 (2025): 141–48. https://doi.org/10.69760/aghel.0250020020.

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This paper elaborates the role of social platforms in enhancing language learning, with a focus on tools such as Tandem, Speaky, Reddit, HelloTalk, Duolingo, and Memrise. Apart from language learning goal-targeted platforms, common social platforms such as Skype, Zoom and Microsoft Teams have been analyzed in terms of language learning. These platforms provide diverse learning experiences through community interaction, real-time communication, gamification, and content-based learning. By analyzing their impact on comprehensibility gains, this study highlights how social engagement and interact
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Hoyt, Robert, and Victoria Wangia-Anderson. "An overview of two open interactive computing environments useful for data science education." JAMIA Open 1, no. 2 (2018): 159–65. http://dx.doi.org/10.1093/jamiaopen/ooy040.

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Abstract Objective To discuss and illustrate the utility of two open collaborative data science platforms, and how they would benefit data science and informatics education. Methods and Materials The features of two online data science platforms are outlined. Both are useful for new data projects and both are integrated with common programming languages used for data analysis. One platform focuses more on data exploration and the other focuses on containerizing, visualization, and sharing code repositories. Results Both data science platforms are open, free, and allow for collaboration. Both a
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Ramaswamy, Venkat, and Kerimcan Ozcan. "Offerings as Digitalized Interactive Platforms: A Conceptual Framework and Implications." Journal of Marketing 82, no. 4 (2018): 19–31. http://dx.doi.org/10.1509/jm.15.0365.

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In an age of digitalized interactions, offerings are no longer “finished” in the traditional sense; creation of value continues by engaging actors (often consumers and their associated social networks) interacting with organizing actors (often firms and their associated organizational ecosystem) in a joint space of interactive system-environments. One can think of the Apple Watch NikePlus (AWNP) offering in which the consumer co-creates valuable experienced outcomes with a mix of applications, touchpoints, and uses, while AWNP and its organizing actors co-create environments with consumers. Ac
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Roseni, Emilda, and Anita Muho. "Impact of Gamification and Interactive Language Learning Platforms on Engagement and Proficiency in English Language Education." Journal of Education Culture and Society 15, no. 2 (2024): 205–22. http://dx.doi.org/10.15503/jecs2024.2.205.222.

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Aim. This paper aims to quantify and assess the level of satisfaction and the impact associated with using gamification and interactive learning platforms in the context of English language learning among students. In this research paper, we delve into the exciting domain of gamification and interactive language learning platforms to uncover their potential to enrich student engagement and proficiency in English language education. Method. Through a rigorous quantitative approach, we meticulously scrutinize the effects of infusing gamified elements and interactive platforms into the fabric of
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Burnazova, Vira. "THE INFLUENCE OF GAMIFICATION TECHNOLOGIES ON ACTOR-SPECTATOR COMMUNICATION IN THE CONTEXT OF THE DEVELOPMENT OF MODERN PERFORMING ART." Часопис Національної музичної академії України ім.П.І.Чайковського, no. 3(64) (June 30, 2024): 44–59. https://doi.org/10.31318/2414-052x.3(64).2024.314742.

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The impact of gamification technologies on the actor-audience communication process in contemporary performing arts has been thoroughly investigated. The analysis highlights changes in traditional forms of interaction between actors and spectators, emphasizing their roles in creating more dynamic and emotionally rich performances. The introduction of elements of choice or action control through digital platforms enables spectators to influence the plot's development, transforming them into co-creators of the performance. New approaches to integrating gamification elements into theatrical produ
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Zhang, Jing. "A Comprehensive Framework for Interactive Remote Chinese Language Teaching." International Journal of Knowledge Management 21, no. 1 (2025): 1–19. https://doi.org/10.4018/ijkm.369152.

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This paper introduces a framework for enhancing the quality and effectiveness of remote Chinese language teaching. It leverages interactive features of online platforms, such as live streaming and group discussions, to bridge the gap between traditional and remote teaching methods. The framework includes practical guidelines, a comparative analysis of popular teaching platforms, and emphasizes continuous feedback and improvement. The aim is to provide valuable insights and solutions for educators, ultimately improving the learning experience for students.
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DOTSENKO, Nataliia. "TECHNOLOGICAL ANALYSIS OF POSSIBILITIES OF MODERN DIGITAL PLATFORMS FOR STUDY OF GENERAL TECHNICAL DISCIPLINES BY FUTURE ENGINEERS." Cherkasy University Bulletin: Pedagogical Sciences, no. 4 (2020): 56–61. http://dx.doi.org/10.31651/2524-2660-2020-4-56-61.

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Introduction. The use of interactive and online tools of digital platforms is a perspective area in the study of general technical disciplines, as future engineers during training will need clarity of theoretical material when studying theorems, laws; work with calculation methods, graphic content, special engineering programs during laboratory and practical work. In addition to tradi- tional materials such as video and printed materials, training courses in global digital platforms provide interac- tive and online learning tools for future engineers. The purpose of the article is the technolo
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Wu, Jingfang, Ruiying Zhou, and Wangqiu Xia. "Improving English Listening and Speaking Abilities in Online Interactive Platforms." International Journal of Emerging Technologies in Learning (iJET) 18, no. 18 (2023): 35–49. http://dx.doi.org/10.3991/ijet.v18i18.43501.

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In the globalized and digitized modern society, the cultivation of English listening and speaking ability has attracted more and more attention. With the development of information technology, the application of classroom online interactive platforms in English listening and speaking teaching is becoming increasingly widespread. However, existing studies focus on the technical performance and functionality of online interactive platforms, lacking a deep understanding of students’ actual learning behaviors and teachers’ using behaviors. Moreover, most of the studies analyze the platform effect
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Lin, Ziyue, Yi Shan, Lin Gao, Xinghua Jia, and Siming Chen. "SimSpark: Interactive Simulation of Social Media Behaviors." Proceedings of the ACM on Human-Computer Interaction 9, no. 2 (2025): 1–32. https://doi.org/10.1145/3711066.

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Understanding user behaviors on social media has garnered significant scholarly attention, enhancing our comprehension of how virtual platforms impact society and empowering decision-makers. Simulating social media behaviors provides a robust tool for capturing the patterns of social media behaviors, testing hypotheses, and predicting the effects of various interventions, ultimately contributing to a deeper understanding of social media environments. Moreover, it can overcome difficulties associated with utilizing real data for analysis, such as data accessibility issues, ethical concerns, and
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Huang, Qi. "The Application of a Mobile Learning-Based Interactive Education Platform for the Creation of Animation in University Settings." International Journal of Interactive Mobile Technologies (iJIM) 19, no. 12 (2025): 201–15. https://doi.org/10.3991/ijim.v19i12.56397.

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Animation creation, as an interdisciplinary subject that blends art and technology, places high demands on students’ creativity, comprehensive skills, and practical capabilities. Traditional teaching models often fall short in meeting students’ needs for personalized learning and real-time interaction, highlighting the urgent need for innovation through mobile learning platforms. Although some existing studies have attempted to introduce personalized recommendation mechanisms into educational platforms, their application in animation education remains limited, characterized by simplistic model
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Budilova, Olexandra, and Alla Bilova. "DIGITIZING ENGLISH LESSONS: INCORPORATING INTERACTIVE PLATFORMS INTO CLASSROOM EDUCATION." English and American Studies 1, no. 17 (2020): 41–47. http://dx.doi.org/10.15421/382007.

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The article offers a general outline of particular online platforms that have proved effective for teaching and learning English as a second language in a regular classroom. A bigfocus is placed on activities each platform has to offer, as well as on various teacher access options and benefits. The idea behind this article is to share experience and disseminate success stories related to the use of these platform in our routine teaching practice. Since nowadays teaching focus has shifted from reproduction to competence acquisition, every competence implies certain skills and abilities that can
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Omar, Siti Fatimah, Haslinda Sutan Ahmad Nawi, Rita Wong Mee Mee, Lim Seong Pek, Tengku Shahrom Tengku Shahdan, and Adelaide Woo. "Readiness in using online interactive platforms for remote teaching." Indonesian Journal of Electrical Engineering and Computer Science 24, no. 2 (2021): 1047. http://dx.doi.org/10.11591/ijeecs.v24.i2.pp1047-1053.

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Technological advances offer a new shift of change for society. In this era, it is almost impossible to come by without its help. The Malaysian government has invested highly in information and communications technology (ICT) for online teaching and learning at the current time. Digital technologies have been integrated into the teaching and learning process in almost all public or private schools in Malaysia. The use of multimedia tools has enabled learners to understand difficult concepts or ideas and different types of learning preferences. The purpose of the study is to identify pre-servic
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Ficel, Hemza, Mohamed Ramzi Haddad, and Hajer Baazaoui Zghal. "A graph-based recommendation approach for highly interactive platforms." Expert Systems with Applications 185 (December 2021): 115555. http://dx.doi.org/10.1016/j.eswa.2021.115555.

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Kay Li. "Digitizing Shaw: The Magic of High-Speed Interactive Platforms." Shaw 31, no. 1 (2011): 207. http://dx.doi.org/10.5325/shaw.31.1.0207.

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Hlazova, V. V., I. O. Pashchenko, and YE A. Chebitko. "Innovative tools and platforms for interactive online mathematics learning." E-learning teXnology 8 (December 5, 2024): 37–43. https://doi.org/10.31865/2709-840082024316944.

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The article is focused on the analysis of current trends in the use of interactive online resources in mathematics teaching. The influence of such resources on the motivation of students, individualization of learning and development of key competencies is analyzed. Interactive resources, such as mobile applications, adaptive learning platforms, and VR/AR technologies, are explored to promote a better understanding of complex mathematical concepts, improve collaboration among students, and help adapt the learning process to the individual needs of each student. The article emphasizes the impor
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Sørensen, Eva, and Jacob Torfing. "Designing institutional platforms and arenas for interactive political leadership." Public Management Review 21, no. 10 (2018): 1443–63. http://dx.doi.org/10.1080/14719037.2018.1559342.

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Aliseienko, Olha, and Hanna Mudrenko. "The role of interactive platforms in learning foreign languages." Сучасні дослідження з іноземної філології, no. 25 (2024): 346–53. http://dx.doi.org/10.32782/2617-3921.2024.25.346-353.

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Omar, Siti Fatimah, Haslinda Sutan Ahmad Nawi, Rita Wong Mee Mee, Lim Seong Pek, Tengku Shahrom Tengku Shahdan, and Adelaide Woo. "Readiness in using online interactive platforms for remote teaching." Indonesian Journal of Electrical Engineering and Computer Science 24, no. 2 (2021): 1047–53. https://doi.org/10.11591/ijeecs.v24.i2.pp1047-1053.

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Technological advances offer a new shift of change for society. In this era, it is almost impossible to come by without its help. The Malaysian government has invested highly in information and communications technology (ICT) for online teaching and learning at the current time. Digital technologies have been integrated into the teaching and learning process in almost all public or private schools in Malaysia. The use of multimedia tools has enabled learners to understand difficult concepts or ideas and different types of learning preferences. The purpose of the study is to identify pre-servic
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Eduardo Duarte. "Reimagining music pedagogy through game design and interactive platforms." World Journal of Advanced Engineering Technology and Sciences 15, no. 3 (2025): 2520–28. https://doi.org/10.30574/wjaets.2025.15.3.1168.

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The integration of Artificial Intelligence (AI) into solar energy systems has revolutionized the way we predict, optimize, and manage photovoltaic (PV) infrastructure. This review comprehensively explores the advancements in AI techniques including machine learning, deep learning, hybrid models, and metaheuristics used for solar irradiance forecasting, fault detection, output prediction, and system optimization over the past decade. Experimental comparisons reveal that deep learning models like LSTM and CNN consistently outperform traditional algorithms, while hybrid approaches such as CNN-LST
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Han, Jiahui. "The Cultivation of Legal Literacy Among College Students in the Context of Online Platforms." World Journal of Innovation and Modern Technology 8, no. 3 (2025): 27–33. https://doi.org/10.53469/wjimt.2025.08(03).06.

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Online platforms have become an important avenue for legal education among college students. The legal information provided by online platforms is characterized by timeliness, comprehensiveness, and interactivity. By updating legal news in real-time, these platforms help students stay informed about the latest legal changes and high-profile cases, thus enhancing their legal awareness and sensitivity. Online platforms offer diverse content formats, such as legal text interpretations, case analyses, and online courses, providing students with abundant learning resources. Interactive learning fea
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Dyrvold, Anneli. "Missed Opportunities in Digital Teaching Platforms: Under-use of Interactive and Dynamic Elements." Journal of Computers in Mathematics and Science Teaching 41, no. 2 (2022): 135–61. https://doi.org/10.70725/440859vgdrsh.

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Digital media offer new opportunities to visualise mathematics and to engage students in interactive activities. The launching of digital teaching platforms in mathematics has, however, been met with some hesitation, and printed textbooks still play a substantial role in classrooms. This study addresses questions about how affordances of the digital media are utilised in contemporary digital teaching platforms in mathematics. An analysis using a typology capturing variation in interactivity and dynamics reveals substantial influence from textbooks on the design of digital teaching platforms. S
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Jinjin Wang. "Improvement of Student Interaction Analysis in Online Education Platforms Through Interactive Mobile Technology and Machine Learning Integration." International Journal of Interactive Mobile Technologies (iJIM) 18, no. 09 (2024): 35–49. http://dx.doi.org/10.3991/ijim.v18i09.49291.

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The emergence of online education platforms, driven by interactive mobile technology, has significantly reshaped traditional educational paradigms and underscored the critical need for advanced analysis and improvement of student interactions. Effective analysis of student interaction is crucial for enhancing teaching quality and optimizing the learning experience in these digitally enriched environments. Traditional analysis frameworks often face challenges such as inaccuracies in anomaly detection and inefficiencies in data handling, particularly when handling extensive datasets typical of o
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qizi, Tolibayeva Ayjamal Tolibay. "The Effectiveness of Using Interactive Technologies in English Lessons." American Journal of Philological Sciences 5, no. 5 (2025): 273–75. https://doi.org/10.37547/ajps/volume05issue05-74.

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This article explores the effectiveness of interactive technologies in enhancing English language lessons. It examines various digital tools such as interactive whiteboards, language learning applications, virtual classrooms, multimedia resources, and collaborative platforms. The study highlights how these technologies improve learner engagement, facilitate active participation, and support the development of essential language skills. Furthermore, the article provides practical recommendations for educators, including comprehensive teacher training, blended learning approaches, infrastructure
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Kornilovskа, Natalia V., Svitlana V. Vyshemyrska, Marina V. Karamushka, and Ruslan K. Sichkariuk. "Development of an interactive platform using an Application Programming Interface to facilitate social connections." Informatics. Culture. Technology 1, no. 1 (2024): 48–54. http://dx.doi.org/10.15276/ict.01.2024.06.

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In an era of rapid technological advancement, where human communication has reached new heights, informational platforms play a significant role in transforming many aspects of life. They have introduced new ways of organizing relationships between people, their interactions, and collaboration. In recent years, numerous factors have led to a decline in socialization, contributing to a global issue where social skills are increasingly intertwined with advertising integrations of both large and small companies. Therefore, developing communication platforms that promote social interaction holds g
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