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250 results on '"applications in subject areas"'

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

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

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

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

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

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

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

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

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

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

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

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

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

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

15. 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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

35. Influences of text difficulty and reading ability on learning illustrated science texts for children: An eye movement study.

36. Customizing scaffolds for game-based learning in physics: Impacts on knowledge acquisition and game design creativity.

37. Behavioral patterns of elementary students and teachers in one-to-one robotics instruction.

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

39. Mixed-reality learning environments: Integrating mobile interfaces with laboratory test-beds.

40. Experiencing the Analects of Confucius: An experiential game-based learning approach to promoting students' motivation and conception of learning.

41. Digital card games in education: A ten year systematic review.

42. A collaborative digital pen learning approach to improving students' learning achievement and motivation in mathematics courses.

43. Interaction of problem-based gaming and learning anxiety in language students' English listening performance and progressive behavioral patterns.

44. Scientific modeling with mobile devices in high school physics labs.

45. Implementing digital storytelling in statistics classrooms: Influences on aggregate reasoning.

46. Video outperforms illustrated text: Do old explanations for the modality effect apply in a learner-paced fifth-grade classroom context?

47. Investigating effects of computer-mediated feedback on L2 vocabulary learning.

48. Promoting musical instrument learning in virtual reality environment: Effects of embodiment and visual cues.

49. Effects of a graphic organizer-based two-tier test approach on students' learning achievement and behaviors in spherical video-based virtual learning contexts.

50. A review study on eye-tracking technology usage in immersive virtual reality learning environments.

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