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

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

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

4. Teaching little kids big sentences: A randomized controlled trial showing that children with DLD respond to complex syntax intervention embedded within the context of preschool/kindergarten science instruction.

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

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

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

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

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

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

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

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

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

14. Seductive details do their damage also in longer learning sessions – When the details are perceived as relevant.

15. Platform is not destiny: Embodied learning effects comparing 2D desktop to 3D virtual reality STEM experiences.

16. Cognitive and affective processes for learning science in immersive virtual reality.

17. Guiding the use of collective feedback displayed on heatmaps to reduce group conformity and improve learning in Peer Instruction.

18. Effects of tangrams on learning engagement and achievement: Case of preschool learners.

19. Playful learning with sound‐augmented toys: comparing children with and without visual impairment.

20. Developing a hands‐on activity using virtual reality to help students learn by doing.

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

22. How to support learning with multimedia instruction: Implementation intentions help even when load is high.

23. Maximizing learning without sacrificing the fun: Stealth assessment, adaptivity and learning supports in educational games.

24. The effect of the disaster management training program among nursing students.

25. Self-explanation in learning clinical reasoning: the added value of examples and prompts.