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1. Student diversity and e‐exam acceptance in higher education.

2. Mindfulness in a digital math learning game: Insights from two randomized controlled trials.

3. Shake it or light it! The effects of cueing in desktop‐VR learning environments on search time and learning.

4. Towards a fuller picture: Triangulation and integration of the measurement of self‐regulated learning based on trace and think aloud data.

5. Enhancing concrete structures education: Impact of virtual reality on motivation, performance and usability for undergraduate engineering students.

6. Credibility and altered communication styles of AI graders in the classroom.

7. Effects of flipped English learning designs on learning outcomes and cognitive load: Workload of out‐of‐class activities versus during‐class activities.

8. Who benefits and who doesn't in virtual reality learning: An experimental study comparing two types of school.

9. Incorporating hands‐on experiments into an online science course.

10. Improving short‐term academic performance in the flipped classroom using dynamic geometry software.

11. Changes in activity and content of messages of an Estonian Facebook group during transition to distance learning at the beginning of the COVID‐19 pandemic.

12. Where less is more: Limited feedback in formative online multiple‐choice tests improves student self‐regulation.

13. Comparative interaction patterns of groups in an open network environment: The role of facilitators in collaborative learning.

14. Mapping active and collaborative learning in higher education through annotations in hyper‐video by learning analytics.

15. The effect of virtual reality media characteristics on flow and learning transfer in job training: The moderating effect of presence.

16. Linking learner factors, teaching context, and engagement patterns with MOOC learning outcomes.

17. Re‐viewing performance: Showing eye‐tracking data as feedback to improve performance monitoring in a complex visual task.

18. Competence development in collaborative hybrid learning among health sciences students: A quasi‐experimental mixed‐method study.

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

20. Be prepared: How training and emergency type affect evacuation behaviour.

21. What should we evaluate when we use technology in education?

22. Is the human movement effect stable over time? The effects of presentation format on acquisition and retention of a motor skill.

23. Investigating the redundancy principle in immersive virtual reality environments: An eye‐tracking and EEG study.

24. Virtual academic conferences as learning spaces: Factors associated with the perceived value of purely virtual conferences.

25. The effect of GeoGebra software–supported mathematics instruction on eighth‐grade students' conceptual understanding and retention.

26. Adaptive retrieval practice with multiple‐choice questions in the university classroom.

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

28. Roles of working memory performance and instructional strategy in complex cognitive task performance.

29. The effects of augmented reality on students' academic achievement and motivation in a biology course.

30. Context‐aware language‐learning application in the green technology building: Which group can benefit the most?

31. Kes Sesi: A mobile game designed to improve kindergarteners' recognition of letter sounds.

32. Touch‐typing for better spelling and narrative‐writing skills on the computer.

33. Process assessment in dynamic testing using electronic tangibles.

34. Students' abilities to evaluate the credibility of online texts: The role of internet‐specific epistemic justifications.

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

36. Relationship between perceived problem‐solving skills and academic performance of novice learners in introductory programming courses.

37. Effectiveness of learning in online academic courses compared with face‐to‐face courses in higher education.

38. Three interaction patterns on asynchronous online discussion behaviours: A methodological comparison.

39. Fostering self-regulated learning in a blended environment using group awareness and peer assistance as external scaffolds.

40. Social presence in online discussions as a process predictor of academic performance.

41. Predictors of digital competence in 7th grade: a multilevel analysis.

42. Computerized comprehension training for whom and under which conditions is it efficient?