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

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

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

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

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

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

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

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

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

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

11. 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.

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

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

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

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

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

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

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

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

20. The CKD‐DETECT study: An RCT aimed at improving intention to initiate a kidney health check in Australian practice nurses.

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

22. The Effects of Differential Learning on the Standing Broad Jump.

23. Serious game as oral histology learning strategy for undergraduate dental students; crossover randomized controlled trial.

24. My hands are running away – learning a complex nursing skill via virtual reality simulation: a randomised mixed methods study.

25. Does Conceptual Transparency in Manipulatives Afford Place-Value Understanding in Children at Risk for Mathematics Learning Disabilities?

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

27. A Feasibility Study of the Kasi Learning System to Support Independent Use of STEM Diagrams by Students With Visual Impairments.

28. Clinical study on flipped classroom and mind map in newly recruited nurses' pre-job training.

29. eHealth parent education for hearing aid management: a pilot randomized controlled trial.

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

31. Reality-based interaction affecting mental workload in virtual reality mental arithmetic training.

32. CO-OP for Children with DCD: Goals Addressed and Strategies Used.

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

34. Creating collaborative groups in a MOOC: a homogeneous engagement grouping approach.

35. The Impact of Dose and Dose Frequency on Word Learning by Kindergarten Children With Developmental Language Disorder During Interactive Book Reading.

36. Lecture-based versus problem-based learning in ethics education among nursing students.

37. Improving diet quality among adolescents, using health belief model in a collaborative learning context: a randomized field trial study.

38. Effects of different methods of reflection on nurses’ gaze and judgement in a task using a touch panel.

39. Effect of problem and scripting-based learning on spine surgical trainees' learning outcomes.

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

41. Virtual Reality Job Interview Training in Adults with Autism Spectrum Disorder.