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137 results

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

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

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

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

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

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

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

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

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

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

11. 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.

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

13. 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.

14. 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.

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

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

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

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

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

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

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

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

23. 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.

24. 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.

25. Flipping writing metacognitive strategies and writing skills in an English as a foreign language collaborative writing context: a mixed‐methods study.

26. A mobile game‐based app to facilitate learners' motivation and achievement in learning Chinese reading activities: An individual differences perspective.

27. Secondary school teachers' use of online formative assessment during COVID‐19 lockdown: Experiences and lessons learned.

28. Effects of immersive virtual reality classrooms on students' academic achievement, motivation and cognitive load in science lessons.

29. Enabling open‐ended questions in team‐based learning using automated marking: Impact on student achievement, learning and engagement.

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

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

32. Comparing the Taiwanese learning effects of Shaking‐On and Kahoot!

33. Effects of contextual interactive healthcare training on caregivers of patients with suspected COVID‐19 infection: Anxiety, learning achievements, perceived support and self‐efficacies during quarantine.

34. The supporting role of learning analytics for a blended learning environment: Exploring students' perceptions and the impact on relatedness.

35. The Student Expectations of Learning Analytics Questionnaire.

36. Using 360‐degree videos in teacher education to improve preservice teachers' professional interpersonal vision.

37. The effects of a theory‐based summary writing tool on students' summary writing.

38. Learning performance and cognitive load in mobile learning: Impact of interaction complexity.

39. Distance learning perceptions during the coronavirus outbreak: Freshmen versus more advanced students.

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

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

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

43. The role of digital informal learning in the relationship between students' digital competence and academic engagement during the COVID‐19 pandemic.

44. Supporting digitally enhanced learning through measurement in higher education: Development and validation of a university students' digital competence scale.

45. The effects of an augmented reality based magnetic experimental tool on students' knowledge improvement and cognitive load.

46. Lessons learned on student engagement from the nature of pervasive socio‐digital interests and related network participation of adolescents.

47. Development of a multidimensional polychronicity scale for information technology learning.

48. The effectiveness of integrating teaching strategies into IRS activities to facilitate learning.

49. Implementing flipped learning approach based on 'first principles of instruction' in mathematics courses.

50. Studying the effectiveness of an online argumentation model for improving undergraduate students' argumentation ability.