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91 results

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1. Adoption and impact of a learning analytics dashboard supporting the advisor—Student dialogue in a higher education institute in Latin America.

2. Effects of integrating a role‐playing game into a virtual reality‐based learning approach on students' perceptions of immersion, self‐efficacy, learning motivation and achievements.

3. Modelling within‐person idiographic variance could help explain and individualize learning.

4. Privacy risk quantification in education data using Markov model.

5. Policy networks, performance metrics and platform markets: Charting the expanding data infrastructure of higher education.

6. Design and implementation of an AI‐enabled visual report tool as formative assessment to promote learning achievement and self‐regulated learning: An experimental study.

7. Conscientiousness, prior experience, achievement emotions and academic procrastination in online learning environments.

8. Comparing the effectiveness of video and stereoscopic 360° virtual reality‐supported instruction in high school biology courses.

9. Review of affective computing in education/learning: Trends and challenges.

10. Effects of a teacher development program on teachers' knowledge and collaborative engagement, and students' achievement in computational thinking concepts.

11. Using learning analytics to scale the provision of personalised feedback.

12. Formative assessment strategies for students' conceptions—The potential of learning analytics.

13. Which log variables significantly predict academic achievement? A systematic review and meta‐analysis.

14. Standing on the shoulders of giants: Online formative assessments as the foundation for predictive learning analytics models.

15. Examining the effects of mixed and non‐digital gamification on students' learning performance, cognitive engagement and course satisfaction.

16. Fostering low‐achieving students' productive disciplinary engagement through knowledge‐building inquiry and reflective assessment.

17. Moderator effects of mobile users' pedagogical role on science learning: A meta‐analysis.

18. What influences student situational engagement in smart classrooms: Perception of the learning environment and students' motivation.

19. Mapping from proximity traces to socio‐spatial behaviours and student progression at the school.

20. On the role of politeness in online human–human tutoring.

21. The effects of augmented reality‐supported instruction in tertiary‐level medical education.

22. Persistence, performance, and goal setting in massive open online courses.

23. Students as collaborators in creating meaningful learning experiences in technology-enhanced classrooms: An engaged scholarship approach.

24. Multimodal Learning Analytics research with young children: A systematic review.

25. Empowering online teachers through predictive learning analytics.

26. Teachers pedagogical change framework: a diagnostic tool for changing teachers' uses of emerging technologies.

27. Flipped learning and parent engagement in secondary schools: A South Australian case study.

28. A dataset from TIMSS to examine the relationship between computer use and mathematics achievement.

29. Can creative podcasting promote deep learning? The use of podcasting for learning content in an undergraduate science unit.

30. The effects of a flipped classroom approach on class engagement and skill performance in a Blackboard course.

31. Virtual forms, actual effects: how amplifying student voice through digital media promotes reflective practice and positions students as pedagogical partners to prospective high school and practicing college teachers.

32. Influences of an inquiry-based ubiquitous gaming design on students' learning achievements, motivation, behavioral patterns, and tendency towards critical thinking and problem solving.

33. Flow in e-learning: What drives it and why it matters.

34. Pedagogy first: Realising technology enhanced learning by focusing on teaching practice.

35. A digital badging dataset focused on performance, engagement and behavior-related variables from observations in web-based university courses.

36. Pattern of accesses over time in an online asynchronous forum and academic achievements.

37. Effects of an immersive virtual reality‐based classroom on students' learning performance in science lessons.

38. What makes learners a good fit for hybrid learning? Learning competences as predictors of experience and satisfaction in hybrid learning space.

39. The potential for student performance prediction in small cohorts with minimal available attributes.

40. A cross‐cultural approach to the adoption of open educational resources in higher education.

41. Effects of applying a VR‐based two‐tier test strategy to promote elementary students' learning performance in a Geology class.

42. Cognitive regulations in ICT‐supported flipped classroom interactions: An activity theory perspective.

43. Student access of online feedback is modified by the availability of assessment marks, gender and academic performance.

44. Student use of PeerWise: A multi‐institutional, multidisciplinary evaluation.

45. Measurement invariance of the ICT engagement construct and its association with students' performance in China and Germany: Evidence from PISA 2015 data.

46. The effects of mind games in math and grammar courses on the achievements and perceived problem‐solving skills of secondary school students.

47. The effects of m‐learning on motivation, achievement and well‐being: A Self‐Determination Theory approach.

48. An augmented reality‐based learning approach to enhancing students' science reading performances from the perspective of the cognitive load theory.

49. To click or not to click: Effectiveness of rating classroom behaviors on academic achievement with tablets.

50. Using the PCaRD digital game‐based learning model of instruction in the middle school mathematics classroom: A case study.