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

2. Video‐based modeling examples and comparative self‐explanation prompts for teaching a complex problem‐solving strategy.

3. A joint evaluation method of regulated‐learning and cognitive quality in collaborative knowledge building.

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

5. Using learning analytics to measure self‐regulated learning: A systematic review of empirical studies in higher education.

6. Mindfulness in a digital math learning game: Insights from two randomized controlled trials.

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

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

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

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

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

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

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

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

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

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

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

18. Uncovering emotion sequence patterns in different interaction groups using deep learning and sequential pattern mining.

19. The effect of settings, educational level and tools on computer‐assisted pronunciation training: A meta‐analysis.

20. Who benefits and who doesn't in virtual reality learning: An experimental study comparing two types of school.

21. Exploring an effective automated grading model with reliability detection for large‐scale online peer assessment.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

40. 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.

41. Anime as a medium for science learning.

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

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

44. Programming and 21st century skill development in K‐12 schools: A multidimensional meta‐analysis.

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

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

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

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

49. Differences in the perception of the role of instructors among Western and Chinese students in online teaching practices.

50. K‐12 teachers' programming attitudes among different disciplines: Analysis of influential factors.