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

2. Examining the efficacies of instructor‐designed instructional videos in flipped classrooms on student engagement and learning outcomes: An empirical study.

3. Captioning and repetition for Chinese students' immediate and delayed retention of English‐speaking multimedia lessons.

4. Impact of a game‐based intervention on fraction learning for fifth‐grade students: A pre‐registered randomized controlled study.

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

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

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

8. Who benefits and who doesn't in virtual reality learning: An experimental study comparing two types of school.

9. Pre‐class learning analytics in flipped classroom: Focusing on resource management strategy, procrastination and repetitive learning.

10. Understanding variation in children's reading comprehension: A dynamic approach.

11. Understanding English‐as‐a‐foreign‐language university teachers' synchronous online teaching satisfaction: A Chinese perspective.

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

13. Examining the structure of credibility evaluation when sixth graders read online texts.

14. Fostering science interests through head‐mounted displays.

15. Changes in activity and content of messages of an Estonian Facebook group during transition to distance learning at the beginning of the COVID‐19 pandemic.

16. A three‐step model for the gamification of training and automaticity acquisition.

17. Facilitating learning in immersive virtual reality: Segmentation, summarizing, both or none?

18. Online exams in higher education: Exploring distance learning students' acceptance and satisfaction.

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

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

21. Learning from screencast software tutorials: A comparison of cognitive load in dual and single‐monitor learning environments.

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

23. AI literacy curriculum and its relation to children's perceptions of robots and attitudes towards engineering and science: An intervention study in early childhood education.

24. Satisfaction is insufficient: Insights from a randomized, controlled trial of a marketing simulation game.

25. The role of gender and employment status in MOOC learning: An exploratory study.

26. Exploring pre‐service teachers' use of technology: The technology acceptance model and expectancy–value theory.

27. Linking learner factors, teaching context, and engagement patterns with MOOC learning outcomes.

28. The relationship between self‐assessment and performance in learning TPACK: Are self‐assessments a good way to support preservice teachers' learning?

29. Personalized refutation texts best stimulate teachers' conceptual change about multimedia learning.

30. A novel method to monitoring changes in cognitive load in video‐based learning.

31. The Student Expectations of Learning Analytics Questionnaire.

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

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

34. A study on learning analytics of using mobile augmented reality application to enhance cultural competence for design cultural creation in higher education.

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

36. A microanalysis of learner questions and tutor guidance in simulation‐assisted inquiry learning.

37. Investigating the value of immersive virtual reality tools for organizational training: An applied international study in the biotech industry.

38. The impact of functional interdependencies of computer simulations on collaborative learning: Evidence from multiple sources.

39. Investigating the redundancy principle in immersive virtual reality environments: An eye‐tracking and EEG study.

40. Exploring age and gender differences of computational thinkers in primary school: A developmental perspective.

41. Virtual academic conferences as learning spaces: Factors associated with the perceived value of purely virtual conferences.

42. Enhancing learning engagement during COVID‐19 pandemic: Self‐efficacy in time management, technology use, and online learning environments.

43. Cognitive tasks in the core content areas: Factors that influence students' technology use in high‐school classrooms.

44. The role of digital informal learning in the relationship between students' digital competence and academic engagement during the COVID‐19 pandemic.

45. Supporting digitally enhanced learning through measurement in higher education: Development and validation of a university students' digital competence scale.

46. Unpacking the black‐box of students' visual attention in Mathematics and English classrooms: Empirical evidence using mini‐video recording gadgets.

47. Combined inner and outer loop feedback in an intelligent tutoring system for statistics in higher education.

48. Connecting the dots: Understanding the interrelated impacts of type, quality and children's awareness of design features and the mathematics content learning goals in digital math games and related learning outcomes.

49. Development of a multidimensional polychronicity scale for information technology learning.

50. Is contextual animation needed in multimedia learning games for children? An eye tracker study.