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

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

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

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

5. Effects of providing EFL learners with additional online and face‐to‐face practise opportunities to promote active learning in higher education.

6. Using multimodal learning analytics to understand effects of block‐based and text‐based modalities on computer programming.

7. Technological affordances in teachers' online professional learning communities: A systematic review.

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

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

10. Augmented‐reality‐enhanced game‐based learning in flipped English classrooms: Effects on students' creative thinking and vocabulary acquisition.

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

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

13. Unravelling the underlying mechanism of computational thinking: The mediating role of attitudinal beliefs between personality and learning performance.

14. Intercultural competence development through a tele‐collaborative project supported by speech‐enabled corrective feedback technology.

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

16. Artificial intelligence education for young children: A case study of technology‐enhanced embodied learning.

17. Beyond the dawn of virtualized learning environments: A comparative study of video and augmented reality information delivery on student engagement and knowledge retention.

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

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

20. Online exams in higher education: Exploring distance learning students' acceptance and satisfaction.

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

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

23. AI literacy curriculum and its relation to children's perceptions of robots and attitudes towards engineering and science: An intervention study in early childhood education.

24. 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.

25. Impacts of three approaches on collaborative knowledge building, group performance, behavioural engagement, and socially shared regulation in online collaborative learning.

26. Where less is more: Limited feedback in formative online multiple‐choice tests improves student self‐regulation.

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

28. Towards a fuller picture: Triangulation and integration of the measurement of self‐regulated learning based on trace and think aloud data.

29. Digital reading in beginner readers: Advantage or disadvantage for comprehension of narrative and informational linear texts?

30. Revising the computer programming attitude scale in the context of attitude ambivalence.

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

32. A study on learning analytics of using mobile augmented reality application to enhance cultural competence for design cultural creation in higher education.

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

34. The zoomorphic effect: A contribution to the study of images of pedagogical agents for children's learning in instructional videos.

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

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

37. Effects of AR‐ and VR‐based wearables in teaching English: The application of an ARCS model‐based learning design to improve elementary school students' learning motivation and performance.

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

39. 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.

40. The impact of a professional upskilling training programme on developing teachers' digital competence.

41. Teaching prototypes and pedagogical strategies in integrating Open Sim‐based virtual worlds in K‐12: Insights from perspectives and practices of teachers and students.

42. 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.

43. Achieving success in English medium instruction using computer‐mediated terminology pretraining under the problem‐based learning pedagogy.

44. Investigating the pedagogies of screen‐sharing in contemporary learning environments—A mixed methods analysis.

45. Browsing to learn: How computer and software engineering students use online platforms in learning activities.

46. 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.

47. Using learning analytics to investigate learning processes and behavioural patterns in an augmented reality language learning environment.

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

49. Using WhatsApp increases language students' self‐motivation and achievement, and decreases learning anxiety: A self‐determination theory approach.

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