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42 results

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1. Development and validation of a test for measuring primary school students' effective use of ICT: The ECC‐ICT test.

2. Mathematical experience in game‐based problem‐solving.

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

4. Effects and mechanisms of analytics‐assisted reflective assessment in fostering undergraduates' collective epistemic agency in computer‐supported collaborative inquiry.

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

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

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

8. Listening to or looking at models: Learning about dynamic complex systems in science among learners who are blind and learners who are sighted.

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

10. 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.

11. Investigating the impact of a gamified learning analytics dashboard: Student experiences and academic achievement.

12. Promoting international high‐school students' Chinese language learning achievements and perceptions: A mind mapping‐based spherical video‐based virtual reality learning system in Chinese language courses.

13. Outcomes management practices in tiered school‐based speech–language therapy: A Canadian example.

14. An examination of the effectiveness of problem‐based learning method supported by augmented reality in science education.

15. Advanced Nursing Practice and Advanced Practice Nursing roles within low and lower‐middle‐income countries.

16. The role of desktop virtual reality as an accessible and equitable strategy to improve career opportunities for women in technology.

17. Effects of immersive virtual reality classrooms on students' academic achievement, motivation and cognitive load in science lessons.

18. Digital game‐based learning in a Shanghai primary‐school mathematics class: A case study.

19. A review of the meta‐analysis by Tingir and colleagues (2017) on the effects of mobile devices on learning.

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

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

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

23. A large‐scale community intervention to change gender perceptions in rural Ethiopia.

24. Materials matter: Understanding the importance of sociomaterial assemblages for OSCE candidate performance.

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

26. English outside the academic sphere: A mobile‐based context‐aware comparison study on collaborative and individual learning.

27. To simplify or not? Facilitating English L2 users' comprehension and processing of open educational resources in English using text simplification.

28. Learning performance and cognitive load in mobile learning: Impact of interaction complexity.

29. Powering up flipped learning: An online learning environment with a concept map‐guided problem‐posing strategy.

30. Comparison of object‐oriented and robot programming activities: The effects of programming modality on student achievement, abstraction, problem solving, and motivation.

31. Augmented reality and competition in robotics education: Effects on 21st century competencies, group collaboration and learning motivation.

32. Adaptive retrieval practice with multiple‐choice questions in the university classroom.

33. Off‐label prescribing of stimulant medication to students: a qualitative study on the general practitioner perspective.

34. Face‐to‐face, blended, flipped, or online learning environment? Impact on learning performance and student cognitions.

35. Effects of the ARCS‐V‐based motivational strategies on online learners' academic performance, motivation, volition, and course interest.

36. Exploring the learning effectiveness of financial literacy from the microworld perspective: Evidence from the simulated transactional interactive concurrent system.

37. How flipped learning based on the cognitive theory of multimedia learning affects students' academic achievements.

38. A sequenced multimodal learning approach to support students' development of conceptual learning.

39. The effects of augmented reality on students' academic achievement and motivation in a biology course.

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

41. Digital story design activities used for teaching programming effect on learning of programming concepts, programming self‐efficacy, and participation and analysis of student experiences.

42. A psychometric evaluation of the Temperament in Middle Childhood Questionnaire ( TMCQ) in a Swedish sample.