Emerging Science Journal | Vol. 9, Special Issue, 2025
Page | 317
[77] Pozzo, D. N., Biegelmeyer, U. H., Gomez Pedroza, F. J., Grados, E. A., Barrera, M. B., Craco, T., & Fermiano Fidelis, A. C.
(2024). The impact of TikTok as an educational tool on students’ performance: A multi-group comparison of international
business classes in Peru and Colombia. Procedia Computer Science, 238, 989–994. doi:10.1016/j.procs.2024.06.124.
[78] López-Carril, S., González-Serrano, M. H., Ribeiro, T., & Jiménez-Jiménez, P. (2024). TikTok for learning through movement,
dramatization, and music: Insights for higher education applications in sport sciences. Journal of Hospitality, Leisure, Sport and
Tourism Education, 35. doi:10.1016/j.jhlste.2024.100501.
[79] Albalushi, H., Al Mushaiqri, M., Sirasanagandla, S. R., & Das, S. (2022). Students’ Performance in Face-to-Face, Online, and
Hybrid Methods of Teaching and Assessment in Anatomy. International Journal of Environmental Research and Public Health,
19(20), 13318. doi:10.3390/ijerph192013318.
[80] Wang, S., Yang, D., Shehata, B., & Li, M. (2023). Exploring effects of intelligent recommendation, interactivity, and playfulness
on learning engagement: An application of TikTok considering the meditation of anxiety and moderation of virtual reward.
Computers in Human Behavior, 149, 107951. doi:10.1016/j.chb.2023.107951.
[81] Kubikova, K., Bohacova, A., Slowik, J., & Pavelkova, I. (2024). Student adaptation to distance learning: An analysis of the
effectiveness, benefits and risks of distance education from the perspective of university students. Social Sciences and
Humanities Open, 9, 100875. doi:10.1016/j.ssaho.2024.100875.
[82] Seo, K., Dodson, S., Harandi, N. M., Roberson, N., Fels, S., & Roll, I. (2021). Active learning with online video: The impact of
learning context on engagement. Computers and Education, 165, 104132. doi:10.1016/j.compedu.2021.104132.
[83] Padilla-Meléndez, A., Del Aguila-Obra, A. R., & Garrido-Moreno, A. (2013). Perceived playfulness, gender differences and
technology acceptance model in a blended learning scenario. Computers and Education, 63, 306–317.
doi:10.1016/j.compedu.2012.12.014.
[84] Yang, Y., Lin, J., Chen, T., Lin, S., Chen, J., Miao, W., Wei, W., Sun, H., Sun, J., & Gu, C. (2022). A study on the effects of
perceived playfulness and emotional support in interactive learning environments for German language acquisition—A role-
playing library system case. Frontiers in Psychology, 13, 1073985. doi:10.3389/fpsyg.2022.1073985.
[85] Kuhlmann, S. L., Plumley, R., Evans, Z., Bernacki, M. L., Greene, J. A., Hogan, K. A., Berro, M., Gates, K., & Panter, A. (2024).
Students’ active cognitive engagement with instructional videos predicts STEM learning. Computers and Education,
216(105050). doi:10.1016/j.compedu.2024.105050.
[86] Lawson, H. A., & Lawson, M. A. (2020). Student engagement and disengagement as a collective action problem. Education
Sciences, 10(8), 1–20. doi:10.3390/educsci10080212.
[87] Zhang, Y., & Song, Y. (2022). The Effects of Sensory Cues on Immersive Experiences for Fostering Technology-Assisted
Sustainable Behavior: A Systematic Review. Behavioral Sciences, 12(10), 361. doi:10.3390/bs12100361.
[88] Tong, D. H., Uyen, B. P., & Ngan, L. K. (2022). The effectiveness of blended learning on students’ academic achievement, self-
study skills and learning attitudes: A quasi-experiment study in teaching the conventions for coordinates in the plane. Heliyon,
8(12), e12657. doi:10.1016/j.heliyon.2022.e12657.
[89] Çakıroğlu, Ü., Aydın, M., Özkan, A., Turan, Ş., & Cihan, A. (2021). Perceived learning in virtual reality and animation-based
learning environments: A case of the understanding our body topic. Education and Information Technologies, 26(5), 5109–5126.
doi:10.1007/s10639-021-10522-2.
[90] Petersen, G. B., Petkakis, G., & Makransky, G. (2022). A study of how immersion and interactivity drive VR learning.
Computers and Education, 179, 104429. doi:10.1016/j.compedu.2021.104429.
[91] Rodríguez-Ardura, I., & Meseguer-Artola, A. (2016). E-learning continuance: The impact of interactivity and the mediating role
of imagery, presence and flow. Information and Management, 53(4), 504–516. doi:10.1016/j.im.2015.11.005.
[92] Beauchamp, G., & Kennewell, S. (2010). Interactivity in the classroom and its impact on learning. Computers and Education,
54(3), 759–766. doi:10.1016/j.compedu.2009.09.033.
[93] Shabur, M. A., & Siddiki, M. R. (2024). Investigating social media’s impact on the new era of interactive learning: A case study
of Bangladesh. Heliyon, 10(4), e26234. doi:10.1016/j.heliyon.2024.e26234.
[94] Howard-Jones, P. A., & Jay, T. (2016). Reward, learning and games. Current Opinion in Behavioral Sciences, 10, 65–72.
doi:10.1016/j.cobeha.2016.04.015.
[95] Gao, S. Y., Tsai, Y. Y., Huang, J. H., Ma, Y. X., & Wu, T. liang. (2023). TikTok for developing learning motivation and oral
proficiency in MICE learners. Journal of Hospitality, Leisure, Sport and Tourism Education, 32, 100415.
doi:10.1016/j.jhlste.2022.100415.
[96] Purvis, A. J., Rodger, H. M., & Beckingham, S. (2020). Experiences and perspectives of social media in learning and teaching
in higher education. International Journal of Educational Research Open, 1, 100018. doi:10.1016/j.ijedro.2020.100018.