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1. Impact of using interactive devices in Spanish early childhood education public schools.

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

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

4. Comparing the productive failure and directive instruction for declarative safety knowledge training using virtual reality.

5. Exploring the effects of seductive details and illustration dynamics on young children's performance in an origami task.

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

7. Assessing the effectiveness of a game‐based phonics intervention for first and second grade English language learners in India: A randomized controlled trial.

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

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

10. Impact of reading messages on student learning and note‐taking during a video lecture.

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

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

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

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

15. Individual differences in executive function affect learning with immersive virtual reality.

16. Effects of providing EFL learners with additional online and face‐to‐face practise opportunities to promote active learning in higher education.

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

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

19. Beyond the dawn of virtualized learning environments: A comparative study of video and augmented reality information delivery on student engagement and knowledge retention.

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

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

22. 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.

23. Students' mathematics word problem-solving achievement in a computer-based story.

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

25. Exploring the effects of automatic speech recognition technology on oral accuracy and fluency in a flipped classroom.

26. Instructional mechanisms in immersive virtual reality serious games: Earthquake emergency training for children.

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

28. Task type matters: The impact of virtual reality training on training performance.

29. Presenting points or rank: The impacts of leaderboard elements on English vocabulary learning through video lectures.

30. 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.

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

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

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

34. Looking through Sherlock's eyes: Effects of eye movement modelling examples with and without verbal explanations on deductive reasoning.

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

36. An empirical study on using virtual reality for enhancing the youth's intercultural sensitivity in Hong Kong.

37. Self‐concept but not prior knowledge moderates effects of different implementations of computer‐assisted inquiry learning activities on students' learning.

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

39. The interactive e‐book and video feedback in a multimedia learning environment: Influence on performance, cognitive, and motivational outcomes.

40. Supporting primary students' learning of fraction conceptual knowledge through digital games.

41. The effectiveness of adaptive versus non‐adaptive learning with digital educational games.

42. Should learners use their hands for learning? Results from an eye‐tracking study.

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

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

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

46. Emotional and cognitive effects of learning with computer simulations and computer videogames.

47. Effects of contextual interactive healthcare training on caregivers of patients with suspected COVID‐19 infection: Anxiety, learning achievements, perceived support and self‐efficacies during quarantine.

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

49. Effects of performance goal orientations on learning performance and in‐game performance in digital game‐based learning.

50. Assessing fidelity of implementation to a technology‐mediated early intervention using process data.