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

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

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

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

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

6. How should webcams be used in online learning under COVID‐19: A co‐orientation analysis of teachers' and students' perceptions of student social presence on webcam.

7. How to deepen college students' approach to using technologies in T‐O‐IBL? Examining the mediating influence of deep approaches to using technologies between learning factors and higher order thinking skills.

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

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

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

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

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

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

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

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

16. Online proctored exams and digital inequalities during the pandemic.

17. Benefits of prompting students to generate summaries during pauses in segmented multimedia lessons.

18. The relationship between individual characteristics and practice behaviour within an adaptive arithmetic learning program.

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

20. Digital re‐attributional feedback in high school mathematics education and its effect on motivation and achievement.

21. Incidental vocabulary learning from captioned videos: Learners' prior vocabulary knowledge and working memory.

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

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

24. The influence of social media literacy on student engagement in online learning.

25. Effects of collaborative filtering‐based peer recommendation mechanism on in‐service teachers' learning performance, knowledge construction, and social network during online training.

26. The role of gender and employment status in MOOC learning: An exploratory study.

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

28. Effect of teacher autonomy support on the online self‐regulated learning of students during COVID‐19 in China: The chain mediating effect of parental autonomy support and students' self‐efficacy.

29. Mobile collaborative learning with social network awareness.

30. The zoomorphic effect: A contribution to the study of images of pedagogical agents for children's learning in instructional videos.

31. Capturing cognitive load management during authentic virtual reality flight training with behavioural and physiological indicators.

32. Effects of performance goal orientations on learning performance and in‐game performance in digital game‐based learning.

33. Investigating the adoption of MOOCs: A technology–user–environment perspective.

34. Analysing the role of a pedagogical agent in psychological and cognitive preparatory activities.

35. A sequenced multimodal learning approach to support students' development of conceptual learning.

36. High school students' perceptions of affect and collaboration during virtual science inquiry learning.

37. Engaging middle school students in scientific practice with a collaborative mobile game.

38. Grit and learning: Understanding the sequential learning behaviours in snap!

39. Effect of groups size on students' learning achievement, motivation, cognitive load, collaborative problem‐solving quality, and in‐class interaction in an introductory AI course.