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Showing total 99 results
99 results

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1. Development and validation of a test for measuring primary school students' effective use of ICT: The ECC‐ICT test.

2. Instructor's low guided gaze duration improves learning performance for students with low prior knowledge in video lectures.

3. Investigating the reliability of aggregate measurements of learning process data: From theory to practice.

4. Which pedagogical approaches are more effective in mobile learning? A meta‐analysis and research synthesis.

5. Mathematical experience in game‐based problem‐solving.

6. Online collaborative tools for science education: Boosting learning outcomes, motivation, and engagement.

7. Unveiling the pedagogical advantage of tutoring‐style videos in an authentic biology class.

8. Effects and mechanisms of analytics‐assisted reflective assessment in fostering undergraduates' collective epistemic agency in computer‐supported collaborative inquiry.

9. Improving short‐term academic performance in the flipped classroom using dynamic geometry software.

10. The incorporation of peer learning into MosoTeach‐supported flipped language class: Effects on student motivation, participation, feedback and test performance.

11. Feedforward‐ or feedback‐based group regulation guidance in collaborative groups.

12. Listening to or looking at models: Learning about dynamic complex systems in science among learners who are blind and learners who are sighted.

13. Digital re‐attributional feedback in high school mathematics education and its effect on motivation and achievement.

14. Targeting fraction misconceptions and reducing high confidence errors in an online tutor.

15. Effectiveness of online collaborative problem‐solving method on students' learning performance: A meta‐analysis.

16. Understanding the effect of video conferencing learning environments on students' engagement: The role of basic psychological needs.

17. Leveraging performance and feedback‐seeking indicators from a digital learning platform for early prediction of students' learning outcomes.

18. The effects of video‐driven discussions integrated into the flipped classroom model on learning achievement, practical performance, and higher‐order thinking skills in dental education.

19. Effects of an annotation‐supported Socratic questioning approach on students' argumentative writing performance and critical thinking skills in flipped language classrooms.

20. Investigating the impact of a gamified learning analytics dashboard: Student experiences and academic achievement.

21. Learning to use electronic outlining via observational learning: Effects on students' argumentative writing performance.

22. Student diversity and e‐exam acceptance in higher education.

23. Examining students' academic motivation for studying programming languages.

24. What predicts variation in reliability and validity of online peer assessment? A large‐scale cross‐context study.

25. Effects of collaborative filtering‐based peer recommendation mechanism on in‐service teachers' learning performance, knowledge construction, and social network during online training.

26. Analysing adaptive scaffolds that help students develop self‐regulated learning behaviours.

27. Exploring relationships among students' computational thinking skills, emotions, and cognitive load using simulation games in primary education.

28. Factors influencing Chinese undergraduate students' emotions in an online EFL learning context during the COVID pandemic.

29. Examining shifts in conceptual knowledge, procedural knowledge and procedural flexibility in the context of two game‐based technologies.

30. Engage me: Learners' expectancies and teachers' efforts in designing effective online classes.

31. Promoting international high‐school students' Chinese language learning achievements and perceptions: A mind mapping‐based spherical video‐based virtual reality learning system in Chinese language courses.

32. Determinants of student performance with mobile‐based assessment systems for English as a foreign language courses.

33. The relationship between individual characteristics and practice behaviour within an adaptive arithmetic learning program.

34. Harnessing the potential of trace data and linguistic analysis to predict learner performance in a multi‐text writing task.

35. The effects of block‐based visual and text‐based programming training on students' achievement, logical thinking skills, and motivation.

36. Lesson learned from the pandemic for learning physics.

37. An examination of the effectiveness of problem‐based learning method supported by augmented reality in science education.

38. Patterns of students' collaborations by variations in their learning orientations in blended course designs: How is it associated with academic achievement?

39. The role of desktop virtual reality as an accessible and equitable strategy to improve career opportunities for women in technology.

40. Do zoom meetings really help? A comparative analysis of synchronous and asynchronous online learning during Covid‐19 pandemic.

41. The fear of big brother: The potential negative side‐effects of proctored exams.

42. Remote proctoring: Lessons learned from the COVID‐19 pandemic effect on the large scale on‐line assessment at Tel Aviv University.

43. Predicting fraction and algebra achievements online: A large‐scale longitudinal study using data from an online learning environment.

44. Augmented reality assisted learning achievement, motivation, and creativity for children of low‐grade in primary school.

45. Effects of immersive virtual reality classrooms on students' academic achievement, motivation and cognitive load in science lessons.

46. Do educational games affect students' achievement emotions? Evidence from a meta‐analysis.

47. Effects of regulatory focus on online learning engagement of high school students: The mediating role of self‐efficacy and academic emotions.

48. Digital game‐based learning in a Shanghai primary‐school mathematics class: A case study.

49. Emotions, engagement, and self‐perceived achievement in a small private online course.

50. Compensating the socioeconomic achievement gap with computer‐assisted instruction.