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1. Digital reading in beginner readers: Advantage or disadvantage for comprehension of narrative and informational linear texts?

2. Examining the efficacies of instructor‐designed instructional videos in flipped classrooms on student engagement and learning outcomes: An empirical study.

3. Enhancing students' learning achievements, self‐efficacy, and motivation using mobile augmented reality.

4. Enhance adult students' online knowledge construction: Exploring effective instructional designs and addressing barriers.

5. Blended learning in rural K‐12 education: Stakeholder dynamics and recommendations.

6. Creating in the metaverse: An SSRL‐based collaborative painting approach to promote students' creativity, socially shared regulation and positive painting behaviours.

7. Development and validation of a test for measuring primary school students' effective use of ICT: The ECC‐ICT test.

8. The effect of learning strategies adopted in K12 schools on student learning in massive open online courses.

9. The development and construction of an AR‐guided learning model with focused learning theories.

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

11. Information and communication technology coordinators: Their intended roles and architectures for learning.

12. Augmented‐reality‐enhanced game‐based learning in flipped English classrooms: Effects on students' creative thinking and vocabulary acquisition.

13. Investigating the impact of a gamified learning analytics dashboard: Student experiences and academic achievement.

14. Exploring the multidimensional impact of ICT on academic achievement and mental health: Evidence from a large‐scale survey of higher vocational students in China.

15. Channelling feedback through audiovisual presentations: Do higher education students perceive, use and benefit from video feedback compared to written feedback?

16. Design and development of a mobile augmented reality‐based learning environment for teaching the lives of scientists.

17. Primary school students' perceptions and developed artefacts and language from learning coding and computational thinking using the 3C model.

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

19. Learning Newtonian mechanics with an intrinsically integrated educational game.

20. Empowering virtual reality with feedback and reflection in hands‐on learning: Effect of learning engagement and higher‐order thinking.

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

22. Effects of feedback visualisation of peer‐assessment on pre‐service teachers' data literacy, learning motivation, and cognitive load.

23. Using digital gamification to improve language achievement, foreign language enjoyment, and ideal L2 self: A case of English as a foreign language learners.

24. Impact of anxiety and confidence in virtual reality‐mediated learning transferred to hands‐on tasks.

25. Developing cooperative learning in a content and language integrated learning context to enhance elementary school students' digital storytelling performance, English speaking proficiency, and financial knowledge.

26. Teaching prototypes and pedagogical strategies in integrating Open Sim‐based virtual worlds in K‐12: Insights from perspectives and practices of teachers and students.

27. The impact of a professional upskilling training programme on developing teachers' digital competence.

28. Investigating the pedagogies of screen‐sharing in contemporary learning environments—A mixed methods analysis.

29. Effects of providing EFL learners with additional online and face‐to‐face practise opportunities to promote active learning in higher education.

30. Using ChatGPT to promote research competency: English as a Foreign Language undergraduates' perceptions and practices across varied metacognitive awareness levels.

31. Effects and mechanisms of analytics‐assisted reflective assessment in fostering undergraduates' collective epistemic agency in computer‐supported collaborative inquiry.

32. Using multimodal learning analytics to understand effects of block‐based and text‐based modalities on computer programming.

33. Mathematical experience in game‐based problem‐solving.

34. Technological affordances in teachers' online professional learning communities: A systematic review.

35. Online collaborative tools for science education: Boosting learning outcomes, motivation, and engagement.

36. Embodied preparation for learning basic quantum chemistry: A mixed‐method study.

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

38. Beyond the dawn of virtualized learning environments: A comparative study of video and augmented reality information delivery on student engagement and knowledge retention.

39. Intercultural competence development through a tele‐collaborative project supported by speech‐enabled corrective feedback technology.

40. Artificial intelligence education for young children: A case study of technology‐enhanced embodied learning.

41. Unravelling the underlying mechanism of computational thinking: The mediating role of attitudinal beliefs between personality and learning performance.

42. The incorporation of peer learning into MosoTeach‐supported flipped language class: Effects on student motivation, participation, feedback and test performance.

43. Feedforward‐ or feedback‐based group regulation guidance in collaborative groups.

44. Listening to or looking at models: Learning about dynamic complex systems in science among learners who are blind and learners who are sighted.

45. Promoting international high‐school students' Chinese language learning achievements and perceptions: A mind mapping‐based spherical video‐based virtual reality learning system in Chinese language courses.

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

47. A preliminary study on flipping an English as a foreign language collaborative writing course with video clips: Its impact on writing skills and writing motivation.

48. Browsing to learn: How computer and software engineering students use online platforms in learning activities.

49. Using learning analytics to investigate learning processes and behavioural patterns in an augmented reality language learning environment.

50. Using WhatsApp increases language students' self‐motivation and achievement, and decreases learning anxiety: A self‐determination theory approach.