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1. Academic reading under a semantic enhancement environment: An empirical study on users' cognitive load and reading effect.

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

3. The Student Expectations of Learning Analytics Questionnaire

4. Natural, Practical and Social Contexts of E-Learning: A Critical Realist Account for Learning and Technology

5. University Students' Attainment and Perceptions of Computer Delivered Assessment; A Comparison between Computer-Based and Traditional Tests in a 'High-Stakes' Examination

6. Engaging First-Year Students through Online Collaborative Assessments

7. Reduced Mental Load in Learning a Motor Visual Task with Virtual 3D Method

8. Enhancing students' learning achievements, self‐efficacy, and motivation using mobile augmented reality.

9. Factors influencing students' listening learning performance in mobile vocabulary‐assisted listening learning: An extended technology acceptance model.

10. A test of the design of a video tutorial for software training.

11. The effect of learning strategies adopted in K12 schools on student learning in massive open online courses.

12. A Mobile Gamification Learning System for Improving the Learning Motivation and Achievements

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

14. Investigating the impact of a virtual reality mobile application on learners' interpreting competence.

15. Reference frames for learning analytics dashboards: The progress and social reference frame and occupational self‐efficacy.

16. Enhancing concrete structures education: Impact of virtual reality on motivation, performance and usability for undergraduate engineering students.

17. Enabling People Who Are Blind to Experience Science Inquiry Learning through Sound-Based Mediation

18. Beyond Web 2.0: Mapping the Technology Landscapes of Young Learners

19. How should webcams be used in online learning under COVID‐19: A co‐orientation analysis of teachers' and students' perceptions of student social presence on webcam.

20. How to deepen college students' approach to using technologies in T‐O‐IBL? Examining the mediating influence of deep approaches to using technologies between learning factors and higher order thinking skills.

21. How and What University Students Learn through Online and Face-to-Face Discussion: Conceptions, Intentions and Approaches

22. Trainee Teachers' Views on What Helps Them to Use Information and Communication Technology Effectively in Their Subject Teaching

23. Learning Styles' Recognition in E-Learning Environments with Feed-Forward Neural Networks

24. An examination of learning ecologies associated with the Holocaust: The role of social media.

25. Designing a novel teaching platform for AI: A case study in a Thai school context.

26. Analysing students' concept mapping style and its association with task performance in computer‐based inquiry learning.

27. Empowering learners with AI‐generated content for programming learning and computational thinking: The lens of extended effective use theory.

28. Channelling feedback through audiovisual presentations: Do higher education students perceive, use and benefit from video feedback compared to written feedback?

29. Effects of flipped English learning designs on learning outcomes and cognitive load: Workload of out‐of‐class activities versus during‐class activities.

30. Learning Newtonian mechanics with an intrinsically integrated educational game.

31. Empowering virtual reality with feedback and reflection in hands‐on learning: Effect of learning engagement and higher‐order thinking.

32. Effects of feedback visualisation of peer‐assessment on pre‐service teachers' data literacy, learning motivation, and cognitive load.

33. Using digital gamification to improve language achievement, foreign language enjoyment, and ideal L2 self: A case of English as a foreign language learners.

34. Touchy feely vectors: A compensatory design approach to support model‐based reasoning in developing country classrooms.

35. Collaborative programming based on social shared regulation: An approach to improving students' programming achievements and group metacognition.

36. Promoting children's computational thinking: A quasi‐experimental study of web‐mediated parent education.

37. Scratch and unity design in elementary education: A study in initial teacher training.

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

39. Unfolding self‐regulated learning profiles of students: A longitudinal study.

40. Developing cooperative learning in a content and language integrated learning context to enhance elementary school students' digital storytelling performance, English speaking proficiency, and financial knowledge.

41. Impact of anxiety and confidence in virtual reality‐mediated learning transferred to hands‐on tasks.

42. Students' expectations of Learning Analytics across Europe.

43. Benefits of prompting students to generate summaries during pauses in segmented multimedia lessons.

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

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

46. Analysis of school students' misconceptions about basic programming concepts.

47. Mobile‐Based micro‐Learning and Assessment: Impact on learning performance and motivation of high school students.

48. Reduced mental load in learning a motor visual task with virtual 3D method.

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

50. Using ChatGPT to promote research competency: English as a Foreign Language undergraduates' perceptions and practices across varied metacognitive awareness levels.