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40 results

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1. Examining the efficacies of instructor‐designed instructional videos in flipped classrooms on student engagement and learning outcomes: An empirical study.

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

3. Enhance adult students' online knowledge construction: Exploring effective instructional designs and addressing barriers.

4. Blended learning in rural K‐12 education: Stakeholder dynamics and recommendations.

5. Creating in the metaverse: An SSRL‐based collaborative painting approach to promote students' creativity, socially shared regulation and positive painting behaviours.

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

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

8. Exploring the multidimensional impact of ICT on academic achievement and mental health: Evidence from a large‐scale survey of higher vocational students in China.

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

10. Design and development of a mobile augmented reality‐based learning environment for teaching the lives of scientists.

11. Primary school students' perceptions and developed artefacts and language from learning coding and computational thinking using the 3C model.

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

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

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

15. Incorporating hands‐on experiments into an online science course.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

38. 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.

39. 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.

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