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

2. Intercultural competence development through a tele‐collaborative project supported by speech‐enabled corrective feedback technology.

3. 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.

4. Where less is more: Limited feedback in formative online multiple‐choice tests improves student self‐regulation.

5. Competence development in collaborative hybrid learning among health sciences students: A quasi‐experimental mixed‐method study.

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

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

8. A preliminary study on flipping an English as a foreign language collaborative writing course with video clips: Its impact on writing skills and writing motivation.

9. Flipping writing metacognitive strategies and writing skills in an English as a foreign language collaborative writing context: a mixed‐methods study.

10. A mobile game‐based app to facilitate learners' motivation and achievement in learning Chinese reading activities: An individual differences perspective.

11. Where's the germs? The effects of using virtual reality on nursing students' hospital infection prevention during the COVID‐19 pandemic.

12. Distance learning perceptions during the coronavirus outbreak: Freshmen versus more advanced students.

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

14. Virtual reality in problem‐based learning contexts: Effects on the problem‐solving performance, vocabulary acquisition and motivation of English language learners.

15. The effects of an augmented reality based magnetic experimental tool on students' knowledge improvement and cognitive load.

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

17. Kes Sesi: A mobile game designed to improve kindergarteners' recognition of letter sounds.