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Your search keyword '"STUDENT engagement"' showing total 181 results

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181 results on '"STUDENT engagement"'

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1. Investigating co-teaching presence and its impact on student engagement: A mixed-method study on the blended synchronous classroom.

2. The influence of ChatGPT on student engagement: A systematic review and future research agenda.

3. A game-based learning system based on octalysis gamification framework to promote employees' Japanese learning.

4. Effect of student responsiveness to instructional innovation on student engagement in semi-synchronous online learning environments: The mediating role of personal technological innovativeness and perceived usefulness.

5. Transformational leadership for technology integration in schools: Empowering teachers to use technology in a more demanding way.

6. Technology Enhanced Learning in higher education; motivations, engagement and academic achievement.

7. Information technology pathways in education: Interventions with middle school students.

8. Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz.

9. Investigating the relationships among teachers' motivational beliefs, motivational regulation, and their learning engagement in online professional learning communities.

10. Predictive power of regularity of pre-class activities in a flipped classroom.

11. Teachers' ICT-related self-efficacy, job resources, and positive emotions: Their structural relations with autonomous motivation and work engagement.

12. A comparative study of Spanish adult students' attitudes to ICT in classroom, blended and distance language learning modes.

13. Utilizing early engagement and machine learning to predict student outcomes.

14. Student in the shell: The robotic body and student engagement.

15. Using game-based negotiation mechanism to enhance students' goal setting and regulation.

16. Affordances of using mobile technology to support experience-sampling method in examining college students' engagement.

17. A study on academic staff personality and technology acceptance: The case of communication and collaboration applications.

18. The impact of a flipped classroom approach on student learning experience.

19. Designing productively negative experiences with serious game mechanics: Qualitative analysis of game-play and game design in a randomized trial.

20. The different relationships between engagement and outcomes across participant subgroups in Massive Open Online Courses.

21. The influence of learners' perceptions of virtual humans on learning transfer.

22. Is facebook involvement associated with academic engagement among Filipino university students? A cross-sectional study.

23. Engagement and retention in VET MOOCs and online courses: A systematic review of literature from 2013 to 2017.

24. A robot-based digital storytelling approach to enhancing EFL learners' multimodal storytelling ability and narrative engagement.

25. Decision-guided chatbots and cognitive styles in interdisciplinary learning.

26. The influences of lecturer charismatic leadership and technology use on student online engagement, learning performance, and satisfaction.

27. The longitudinal association between engagement and achievement varies by time, students' profiles, and achievement state: A full program study.

28. The impact of an iPad-supported annotation and sharing technology on university students' learning.

29. Learning Engagement and Persistence in Massive Open Online Courses (MOOCS).

30. Enhancing student learning experience with technology-mediated gamification: An empirical study.

31. An exploratory study of student engagement in gamified online discussions.

32. Participatory methodologies to promote student engagement in the development of educational digital games.

33. Studies of student engagement in gamified online discussions.

34. Digital games-based learning for children with dyslexia: A social constructivist perspective on engagement and learning during group game-play.

35. Anter: Ant research institute – Three iterations of testing to develop an ant world in the palm of the hand.

36. Teacher perceptions of the value of game-based learning in secondary education.

37. A remix-oriented approach to promoting student engagement in a long-term participatory learning program.

38. Impact of mobile technology on student attitudes, engagement, and learning.

39. Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market.

40. Gamification in higher education: The ECOn+ star battles.

41. Effects of artificial Intelligence–Enabled personalized recommendations on learners' learning engagement, motivation, and outcomes in a flipped classroom.

42. Employing intergroup competition in multitouch design-based learning to foster student engagement, learning achievement, and creativity.

43. Student evaluation of a virtual experience for project management learning: An empirical study for learning improvement.

44. School engagement, information technology use, and educational development: An empirical investigation of adolescents.

45. Multi-dimensional alignment between online instruction and course technology: A learner-centered perspective.

46. Student rules: Exploring patterns of students’ computer-efficacy and engagement with digital technologies in learning.

47. From the learner's perspective: A systematic review of MOOC learner experiences (2008–2021).

48. Online instruction for a humanized learning experience: Techniques used by college instructors.

49. A self-determination theory (SDT) design approach for inclusive and diverse artificial intelligence (AI) education.

50. Engagement and disengagement in online learning.

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