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222 results

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1. Academic reading under a semantic enhancement environment: An empirical study on users' cognitive load and reading effect.

2. Student diversity and e‐exam acceptance in higher education.

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

4. Factors influencing students' listening learning performance in mobile vocabulary‐assisted listening learning: An extended technology acceptance model.

5. The effect of learning strategies adopted in K12 schools on student learning in massive open online courses.

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

7. Investigating the impact of a virtual reality mobile application on learners' interpreting competence.

8. Reference frames for learning analytics dashboards: The progress and social reference frame and occupational self‐efficacy.

9. Enhancing concrete structures education: Impact of virtual reality on motivation, performance and usability for undergraduate engineering students.

10. How should webcams be used in online learning under COVID‐19: A co‐orientation analysis of teachers' and students' perceptions of student social presence on webcam.

11. How to deepen college students' approach to using technologies in T‐O‐IBL? Examining the mediating influence of deep approaches to using technologies between learning factors and higher order thinking skills.

12. An examination of learning ecologies associated with the Holocaust: The role of social media.

13. Designing a novel teaching platform for AI: A case study in a Thai school context.

14. Analysing students' concept mapping style and its association with task performance in computer‐based inquiry learning.

15. Empowering learners with AI‐generated content for programming learning and computational thinking: The lens of extended effective use theory.

16. Channelling feedback through audiovisual presentations: Do higher education students perceive, use and benefit from video feedback compared to written feedback?

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

18. Learning Newtonian mechanics with an intrinsically integrated educational game.

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

20. Effects of feedback visualisation of peer‐assessment on pre‐service teachers' data literacy, learning motivation, and cognitive load.

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

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

23. Promoting children's computational thinking: A quasi‐experimental study of web‐mediated parent education.

24. Scratch and unity design in elementary education: A study in initial teacher training.

25. Factors influencing Chinese undergraduate students' emotions in an online EFL learning context during the COVID pandemic.

26. Impact of anxiety and confidence in virtual reality‐mediated learning transferred to hands‐on tasks.

27. Unfolding self‐regulated learning profiles of students: A longitudinal study.

28. Students' expectations of Learning Analytics across Europe.

29. Developing cooperative learning in a content and language integrated learning context to enhance elementary school students' digital storytelling performance, English speaking proficiency, and financial knowledge.

30. Benefits of prompting students to generate summaries during pauses in segmented multimedia lessons.

31. Engage me: Learners' expectancies and teachers' efforts in designing effective online classes.

32. Determinants of student performance with mobile‐based assessment systems for English as a foreign language courses.

33. Analysis of school students' misconceptions about basic programming concepts.

34. Instructor's low guided gaze duration improves learning performance for students with low prior knowledge in video lectures.

35. Using ChatGPT to promote research competency: English as a Foreign Language undergraduates' perceptions and practices across varied metacognitive awareness levels.

36. Pre‐class learning analytics in flipped classroom: Focusing on resource management strategy, procrastination and repetitive learning.

37. Using learning analytics to enhance college students' shared epistemic agency in mobile instant messaging: A new way to support deep discussion.

38. Unveiling the pedagogical advantage of tutoring‐style videos in an authentic biology class.

39. The relationship between individual characteristics and practice behaviour within an adaptive arithmetic learning program.

40. 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.

41. Higher education students' experiences and opinion about distance learning during the Covid‐19 pandemic.

42. 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.

43. Fostering science interests through head‐mounted displays.

44. Patterns of students' collaborations by variations in their learning orientations in blended course designs: How is it associated with academic achievement?

45. Investigating students' use of self‐assessments in higher education using learning analytics.

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

47. Facilitating learning in immersive virtual reality: Segmentation, summarizing, both or none?

48. Analysis of the social interaction of perceived problem‐based learning performance in internship courses.

49. Does the emotional design of scaffolds enhance learning and motivational outcomes in game‐based learning?

50. Embodied preparation for learning basic quantum chemistry: A mixed‐method study.