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268 results on '"applications in subject areas"'

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1. Augmented reality: a systematic review between usability and learning experience.

2. "Micro World – Exploring the Microbial Kingdom": design and testing of a microbial VR science product.

3. Integrating Making with Authentic Science Classes: An Approach and Evidence.

4. The Effect of Augmented Reality Technology on Primary School Students' Achievement, Attitudes Towards the Course, Attitudes Towards Technology, and Participation in Classroom Activities.

5. TPACK expression patterns in preservice teachers' design of innovative physics teaching and learning materials.

6. Design and application of computational modeling in science education research: a systematic review.

7. Utilizing Semantic Web for Improving Quality of Life among Family Caregivers of Disabled Children: A Review in Context of Saudi Vision 2030.

8. The effect of using theodolite 3D AR in teaching measurement error on learning outcomes and satisfaction of civil engineering students with different spatial ability.

9. An assistive environment for EAL academic writing using formulaic sequences classification.

10. Comparing human-made and AI-generated teaching videos: An experimental study on learning effects.

11. Using multiple, dynamically linked representations to develop representational competency and conceptual understanding of the earthquake cycle.

12. Effects of AI-assisted dance skills teaching, evaluation and visual feedback on dance students' learning performance, motivation and self-efficacy.

13. Fostering ecosystem understanding: The synergistic impact of inquiry-based instruction and information literacy.

14. Profiling students' learning engagement in MOOC discussions to identify learning achievement: An automated configurational approach.

15. A Study of Process-Oriented Guided Inquiry Learning (POGIL) in the Blended Synchronous Science Classroom.

16. The role of online social networks in university students' environmentally responsible behavior.

17. Higher Immersive Profiles Improve Learning Outcomes in Augmented Reality Learning Environments.

18. Exploring adaptive learning, learner-content interaction and student performance in undergraduate economics classes.

19. Unveiling joint attention dynamics: Examining multimodal engagement in an immersive collaborative astronomy simulation.

20. Effects of ASQ-based flipped learning on nurse practitioner learners' nursing skills, learning achievement and learning perceptions.

21. A meta-analysis of media literacy interventions for deviant behaviors.

22. Impacts of a mind mapping-based contextual gaming approach on EFL students' writing performance, learning perceptions and generative uses in an English course.

23. Primary school pupils' emotional experiences of synchronous audio-led online communication during online one-to-one tuition.

24. How is the use of technology in education evaluated? A systematic review.

25. Effects of adaptive training on metacognitive knowledge monitoring ability in computer-based learning.

26. A review of experimental mobile learning research in 2010–2016 based on the activity theory framework.

27. What I wanted and what I did: Motivation and engagement in a massive open online course.

28. Predicting the development of digital media PCK/TPACK: The role of PCK, motivation to use digital media, interest in and previous experience with digital media.

29. Building word knowledge, learning strategies, and metacognition with the Word-Knowledge e-Book.

30. Learning with multiple online texts as part of scientific inquiry in the classroom.

31. Investigating the effect of learning method and motivation on learning performance in a business simulation system context: An experimental study.

32. How to learn and how to teach computational thinking: Suggestions based on a review of the literature.

33. A scoping review of research on digital game-based language learning.

34. Impacts of an augmented reality-based flipped learning guiding approach on students’ scientific project performance and perceptions.

35. The effectiveness of multimedia for teaching drug mechanisms of action to undergraduate health students.

36. Digital game-based second-language vocabulary learning and conditions of research designs: A meta-analysis study.

37. Study on student performance estimation, student progress analysis, and student potential prediction based on data mining.

38. Assessing children's interpersonal emotion regulation with virtual agents: The serious game Emodiscovery.

39. How feedback provided by voluntary electronic quizzes affects learning outcomes of university students in large classes.

40. Trends in mobile technology-supported collaborative learning: A systematic review of journal publications from 2007 to 2016.

41. Counter-attitudinal intervention decreased positive attitudes and behavioral tendencies towards video games.

42. A novel virtual simulation teaching system for numerically controlled machining.

43. The effects of a mobile gamification app on elementary students’ Spanish achievement and self-efficacy.

44. Combining e-books with mind mapping in a reciprocal teaching strategy for a classical Chinese course.

45. Learning symbols from permanent and transient visual presentations: Don't overplay the hand.

46. Trends and research issues of mobile learning studies in nursing education: A review of academic publications from 1971 to 2016.

47. Educational apps from the Android Google Play for Greek preschoolers: A systematic review.

48. Training predictive L2 processing with a digital game: Prototype promotes acquisition of anticipatory use of tone-suffix associations.

49. The effectiveness of PowerPoint presentation and conventional lecture on pedagogical content knowledge attainment.

50. Exploring the effectiveness of integrating augmented reality-based materials to support writing activities.

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