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33 results

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1. Effects of Game Technology on Elementary Student Learning in Mathematics

2. Students as Collaborators in Creating Meaningful Learning Experiences in Technology-Enhanced Classrooms: An Engaged Scholarship Approach

3. The Incorporation of ICT in Higher Education. The Contribution of ROC Curves in the Graphic Visualization of Differences in the Analysis of the Variables

4. M-Learning: An Experiment in Using SMS to Support Learning New English Language Words

5. Does the Discussion Help? The Impact of a Formally Assessed Online Discussion on Final Student Results

6. Response to 'ICT and Attainment at Primary Level' by Terry Goodison.

7. Policy networks, performance metrics and platform markets: Charting the expanding data infrastructure of higher education.

8. Comparing the effectiveness of video and stereoscopic 360° virtual reality‐supported instruction in high school biology courses.

9. Using learning analytics to scale the provision of personalised feedback.

10. Which log variables significantly predict academic achievement? A systematic review and meta‐analysis.

11. Standing on the shoulders of giants: Online formative assessments as the foundation for predictive learning analytics models.

12. Examining the effects of mixed and non‐digital gamification on students' learning performance, cognitive engagement and course satisfaction.

13. Moderator effects of mobile users' pedagogical role on science learning: A meta‐analysis.

14. What influences student situational engagement in smart classrooms: Perception of the learning environment and students' motivation.

15. Mapping from proximity traces to socio‐spatial behaviours and student progression at the school.

16. Students as collaborators in creating meaningful learning experiences in technology-enhanced classrooms: An engaged scholarship approach.

17. Multimodal Learning Analytics research with young children: A systematic review.

18. Empowering online teachers through predictive learning analytics.

19. Web 2.0 and competence-oriented design of learning-Potentials and implications for higher education.

20. Flow in e-learning: What drives it and why it matters.

21. Pedagogy first: Realising technology enhanced learning by focusing on teaching practice.

22. Learning through face-to-face and online discussions: Associations between students' conceptions, approaches and academic performance in political science.

23. Mutual feedback in e-portfolio assessment: an approach to the netfolio system.

24. Effects of an immersive virtual reality‐based classroom on students' learning performance in science lessons.

25. What makes learners a good fit for hybrid learning? Learning competences as predictors of experience and satisfaction in hybrid learning space.

26. A cross‐cultural approach to the adoption of open educational resources in higher education.

27. Effects of applying a VR‐based two‐tier test strategy to promote elementary students' learning performance in a Geology class.

28. Cognitive regulations in ICT‐supported flipped classroom interactions: An activity theory perspective.

29. Measurement invariance of the ICT engagement construct and its association with students' performance in China and Germany: Evidence from PISA 2015 data.

30. The effects of m‐learning on motivation, achievement and well‐being: A Self‐Determination Theory approach.

31. Campus-based student experiences of learning technologies in a first-year science course.

32. Using a games console in the primary classroom: Effects of ‘Brain Training’ programme on computation and self-esteem.

33. The impact of computer-mediated interaction on distance learning.