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1. Academic reading under a semantic enhancement environment: An empirical study on users' cognitive load and reading effect.

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

3. Learning to use electronic outlining via observational learning: Effects on students' argumentative writing performance.

4. Captioning and repetition for Chinese students' immediate and delayed retention of English‐speaking multimedia lessons.

5. Impact of a game‐based intervention on fraction learning for fifth‐grade students: A pre‐registered randomized controlled study.

6. Factors influencing Chinese undergraduate students' emotions in an online EFL learning context during the COVID pandemic.

7. Analysing students' concept mapping style and its association with task performance in computer‐based inquiry learning.

8. Empowering learners with AI‐generated content for programming learning and computational thinking: The lens of extended effective use theory.

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

10. Pre‐class learning analytics in flipped classroom: Focusing on resource management strategy, procrastination and repetitive learning.

11. Examining the structure of credibility evaluation when sixth graders read online texts.

12. 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.

13. Fostering science interests through head‐mounted displays.

14. Understanding variation in children's reading comprehension: A dynamic approach.

15. Understanding English‐as‐a‐foreign‐language university teachers' synchronous online teaching satisfaction: A Chinese perspective.

16. Digital re‐attributional feedback in high school mathematics education and its effect on motivation and achievement.

17. Facilitating learning in immersive virtual reality: Segmentation, summarizing, both or none?

18. Satisfaction is insufficient: Insights from a randomized, controlled trial of a marketing simulation game.

19. The role of gender and employment status in MOOC learning: An exploratory study.

20. Online exams in higher education: Exploring distance learning students' acceptance and satisfaction.

21. Understanding the effect of video conferencing learning environments on students' engagement: The role of basic psychological needs.

22. Targeting fraction misconceptions and reducing high confidence errors in an online tutor.

23. Learning from screencast software tutorials: A comparison of cognitive load in dual and single‐monitor learning environments.

24. Leveraging performance and feedback‐seeking indicators from a digital learning platform for early prediction of students' learning outcomes.

25. AI literacy curriculum and its relation to children's perceptions of robots and attitudes towards engineering and science: An intervention study in early childhood education.

26. Examining students' academic motivation for studying programming languages.

27. What predicts variation in reliability and validity of online peer assessment? A large‐scale cross‐context study.

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

29. The relationship between self‐assessment and performance in learning TPACK: Are self‐assessments a good way to support preservice teachers' learning?

30. Personalized refutation texts best stimulate teachers' conceptual change about multimedia learning.

31. A microanalysis of learner questions and tutor guidance in simulation‐assisted inquiry learning.

32. Investigating the value of immersive virtual reality tools for organizational training: An applied international study in the biotech industry.

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

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

35. Exploring age and gender differences of computational thinkers in primary school: A developmental perspective.

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

37. Enhancing learning engagement during COVID‐19 pandemic: Self‐efficacy in time management, technology use, and online learning environments.

38. Revisiting media literacy measurement: Development and validation of 3‐factor media literacy scale.