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113 results

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

2. Autopsy of a failed trial part 2: Outcomes, challenges, and lessons learnt from the DAISIES trial.

3. Behaviour change communication to improve complementary feeding practices in Ethiopia: Couples' beliefs concerning paternal involvement in childcare.

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

5. Let's get aligned! Developing a core outcome set for clinical trials in eating disorders.

6. Behavioural activation for depressive symptoms in adults with severe to profound intellectual disabilities: Modelling and initial feasibility study.

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

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

9. Preliminary feasibility and effectiveness of a novel community language intervention for preschool children in the United Kingdom.

10. A randomized study of parent‐ versus child‐directed intervention for Dutch toddlers with DLD.

11. Achieving the next level in cleft speech intervention: A protocol of a randomized sham‐controlled trial to provide guidelines for a personalized approach in children with cleft palate.

12. Immediate effects of straw phonation in air or water on the laryngeal function and configuration of female speech‐language pathology students visualised with strobovideolaryngoscopy: A randomised controlled trial.

13. A randomized controlled trial of the effectiveness of teacher continued professional development on student language outcomes.

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

15. The effects of virtual reality immersion on the content and structure of the narrative discourse of healthy adults.

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

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

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

19. Factors that influence development of speech pathology skills required for videofluoroscopic swallowing studies.

20. 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.

21. Autopsy of a failed trial part 1: A qualitative investigation of clinician's views on and experiences of the implementation of the DAISIES trial in UK‐based intensive eating disorder services.

22. Scandcleft randomized trials of primary surgery for unilateral cleft lip and palate: Speech proficiency at 10 years of age.

23. 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.

24. Identifying latent classes of empowerment among early adolescent girls and the factors that cultivate them: Evidence from a community-based skills training program.

25. Evaluation of application protocol of the 4% hydrogen peroxide for at‐home bleaching: A randomized clinical trial.

26. De‐implementing opioid prescribing in a dental group practice: Lessons learned.

27. Motor function and safety after allogeneic cord blood and cord tissue-derived mesenchymal stromal cells in cerebral palsy: An open-label, randomized trial.

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

29. Experiences of patients with heart failure with medicines at transition intervention: Findings from the process evaluation of the Improving the Safety and Continuity of Medicines management at Transitions of care (ISCOMAT) programme.

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

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

32. Smart speaker devices can improve speech intelligibility in adults with intellectual disability.

33. Effect of boost articulation therapy (BArT) on intelligibility in adults with dysarthria.

34. Does the addition of clonidine to opioid therapy improve outcomes in infants with Neonatal Abstinence Syndrome?

35. Self‐efficacy and social support as mediators of mental health among abused women.

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

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

38. Influential factor combinations leading to language outcomes following a home visiting intervention: A qualitative comparative analysis (QCA).

39. Randomized controlled trial comparing Parent Led Therapist Supervised Articulation Therapy (PLAT) with routine intervention for children with speech disorders associated with cleft palate.

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

41. Effects of virtual reality on moods in community older adults. A multicenter randomized controlled trial.

42. Virtual reality application influences cognitive load‐mediated creativity components and creative performance in engineering design.

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

44. Can nutrition education mitigate the impacts of COVID‐19 on dietary quality? Cluster‐randomised controlled trial evidence in Myanmar's Central Dry Zone.

45. Evaluating the effectiveness of blended learning using the ARCS model.

46. ProVoc: An app to train vocabulary depth in order to foster children's reading comprehension.

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

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

49. Prospective ARNI vs. ACE inhibitor trial to DetermIne Superiority in reducing heart failure Events after Myocardial Infarction (PARADISE-MI): design and baseline characteristics.

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