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1. Competency model development: The backbone of successful stealth assessments.

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

3. Shake it or light it! The effects of cueing in desktop‐VR learning environments on search time and learning.

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

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

6. Towards tailored cognitive support in augmented reality assembly work instructions.

7. Hybrid teaching and learning: A conjoint analysis of student preferences in online and onsite scenarios.

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

9. Using game‐based learning and online flipped classrooms with degree apprenticeship students.

10. Learning analytics driven improvements in learning design in higher education: A systematic literature review.

11. Exploring the effects of seductive details and illustration dynamics on young children's performance in an origami task.

12. Measuring cognitive load in augmented reality with physiological methods: A systematic review.

13. Explaining trace‐based learner profiles with self‐reports: The added value of psychological networks.

14. From hype to insight: Exploring ChatGPT's early footprint in education via altmetrics and bibliometrics.

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

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

17. Investigating the reliability of aggregate measurements of learning process data: From theory to practice.

18. Which pedagogical approaches are more effective in mobile learning? A meta‐analysis and research synthesis.

19. How virtual reality, augmented reality and mixed reality facilitate teacher education: A systematic review.

20. Individual differences in executive function affect learning with immersive virtual reality.

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

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

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

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

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

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

27. Enacting control with student dashboards: The role of motivation.

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

29. A bibliometric analysis of studies on technology‐supported learning environments: Hot topics and frontier evolution.

30. A non‐verbal teaching behaviour analysis for improving pointing out gestures: The case of asynchronous video lecture analysis using deep learning.

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

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

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

34. Comparing incidental learning of single words and collocations from different captioning conditions: The role of vocabulary knowledge and working memory.

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

36. Fostering online interaction in blended learning through social presence and convergence: A systematic literature review.

37. Understanding variation in children's reading comprehension: A dynamic approach.

38. Experimenting with computational thinking for knowledge transfer in engineering robotics.

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

40. Anime as a medium for science learning.

41. Is Chatgpt a menace for creative writing ability? An experiment.

42. High task motivation learners co‐viewing video lectures facilitates learning.

43. The impact of goal assignment in a game‐based learning environment.

44. Instructor's direct gaze not body orientation affects learning.

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

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

47. Is video games' effect on attitudes universal? Results from an empirical study comparing video games' impact on the attitude change of players with different backgrounds.

48. Highlighting and highlighted information in text comprehension and learning from digital reading.

49. Analysing students' self‐assessment practice in a distance education environment: Student behaviour, accuracy, and task‐related characteristics.

50. The effect of mobile assisted teaching on nursing students' learning ventrogluteal injection application: The case of Turkey.