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37 results

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1. A study on learning analytics of using mobile augmented reality application to enhance cultural competence for design cultural creation in higher education.

2. Mobile collaborative learning with social network awareness.

3. Effects of AR‐ and VR‐based wearables in teaching English: The application of an ARCS model‐based learning design to improve elementary school students' learning motivation and performance.

4. Achieving success in English medium instruction using computer‐mediated terminology pretraining under the problem‐based learning pedagogy.

5. A mobile game‐based app to facilitate learners' motivation and achievement in learning Chinese reading activities: An individual differences perspective.

6. Comparing the Taiwanese learning effects of Shaking‐On and Kahoot!

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

8. The impact of functional interdependencies of computer simulations on collaborative learning: Evidence from multiple sources.

9. Virtual reality application influences cognitive load‐mediated creativity components and creative performance in engineering design.

10. Virtual reality in problem‐based learning contexts: Effects on the problem‐solving performance, vocabulary acquisition and motivation of English language learners.

11. Powering up flipped learning: An online learning environment with a concept map‐guided problem‐posing strategy.

12. The effects of digital storytelling games on high school students' critical thinking skills.

13. Augmented reality and competition in robotics education: Effects on 21st century competencies, group collaboration and learning motivation.

14. The predictive validities of individual working‐memory capacity profiles and note‐taking strategies on online search performance.

15. Studying the effectiveness of an online argumentation model for improving undergraduate students' argumentation ability.

16. Effects of tangrams on learning engagement and achievement: Case of preschool learners.

17. The effect of pedagogical GAME model on students' PISA scientific competencies.

18. Exploring the learning effectiveness of financial literacy from the microworld perspective: Evidence from the simulated transactional interactive concurrent system.

19. Developing a hands‐on activity using virtual reality to help students learn by doing.

20. Factors that influence the development and performance of academic oral presentations using a blended learning environment.

21. Developing a web‐based multimedia assessment system for facilitating science laboratory instruction.

22. The effectiveness of integrating teaching strategies into IRS activities to facilitate learning.

23. Designating "hot" items in multiple‐choice questions—A strategy for reviewing course materials.

24. Using 3D printing technology with experiential learning strategies to improve preengineering students' comprehension of abstract scientific concepts and hands‐on ability.

25. Applying augmented reality to enhance learning: a study of different teaching materials.

26. On the design of online synchronous assessments in a synchronous cyber classroom.

27. A simple and effective remedial learning system with a fuzzy expert system.

28. Investigating an application of speech-to-text recognition: a study on visual attention and learning behaviour.

29. Effectiveness of feedback for enhancing English pronunciation in an ASR-based CALL system.

30. A mobile gamification learning system for improving the learning motivation and achievements.

31. Language supports for journal abstract writing across disciplines.

32. Assessing the effects of interactive blogging on student attitudes towards peer interaction, learning motivation, and academic achievements.

33. Comparison of 1:1 and 1:m CSCL environment for collaborative concept mapping.

34. A browser-based approach to incidental individualization of vocabulary learning.

35. Design of a delegable SCORM conformant learning management system.

36. Guidelines for distance education: a case study in Taiwan.

37. Integrating computer-mediated tools into the language curriculum.