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1. The effectiveness of self‐regulated learning strategies in higher education blended learning: A five years systematic review.

2. AI in teacher education: Unlocking new dimensions in teaching support, inclusive learning, and digital literacy.

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

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

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

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

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

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

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

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

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

12. Factors influencing students' listening learning performance in mobile vocabulary‐assisted listening learning: An extended technology acceptance model.

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

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

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

16. Exploring behavioural patterns and their relationships with social annotation outcomes.

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

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

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

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

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

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

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

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

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

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

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

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

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

30. From Hype to Insight: Exploring ChatGPT's Early Footprint in Education via Altmetrics and Bibliometrics

31. Explaining Trace-Based Learner Profiles with Self-Reports: The Added Value of Psychological Networks

32. Levering AI to enhance students' conceptual understanding and confidence in mathematics.

33. ‘Instructor in action’: Co‐design and evaluation of human‐centred LA‐informed feedback in MOOCs.

34. Enhancing experiential science learning with virtual labs: A narrative account of merits, challenges, and implementation strategies.

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

36. Gamification improves learning: Experience in a training activity of computer programming in higher education.

37. Impact of reading messages on student learning and note‐taking during a video lecture.

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

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

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

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

42. Credibility and altered communication styles of AI graders in the classroom.

43. Understanding mobile learning acceptance among university students with special needs: An exploration through the lens of self‐determination theory.

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

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

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

47. Getting a grip on how we talk about computational practices in science in settings of teacher learning.

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

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

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