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1. Shake it or light it! The effects of cueing in desktop‐VR learning environments on search time and learning.

2. Gamification improves learning: Experience in a training activity of computer programming in higher education.

3. A randomised proof‐of‐concept trial on the effectiveness of a game‐based training of phoneme‐grapheme correspondences in pre‐readers.

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

5. The impact of an online gamified approach embedded with self‐regulated learning support on students' reading performance and intrinsic motivation: A randomized controlled trial.

6. Re‐viewing performance: Showing eye‐tracking data as feedback to improve performance monitoring in a complex visual task.

7. The effect of an artificial agent's vocal expressiveness on immediacy and learning.

8. Let me explain! The effects of writing and reading short justifications on students' performance, confidence and opinions in audience response systems.

9. Is the human movement effect stable over time? The effects of presentation format on acquisition and retention of a motor skill.

10. The format of problem representation for in‐game learning supports.

11. The influences of contextualized media on students' science attitudes, knowledge, and argumentation learning through online game‐based activities.

12. The impact of text-based CMC on improving L2 oral fluency.