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133 results

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

2. The effects of mobile technology usage on cognitive, affective, and behavioural learning outcomes in primary and secondary education: A systematic review with meta‐analysis.

3. Video‐based modeling examples and comparative self‐explanation prompts for teaching a complex problem‐solving strategy.

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

5. Investigating the impact of a virtual reality mobile application on learners' interpreting competence.

6. Reference frames for learning analytics dashboards: The progress and social reference frame and occupational self‐efficacy.

7. Learning analytics driven improvements in learning design in higher education: A systematic literature review.

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

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

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

11. Effect sizes and research directions of technology application in museum learning: Evidence obtained by integrating meta‐analysis with co‐citation network analysis.

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

13. Enacting control with student dashboards: The role of motivation.

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

15. Experimenting with computational thinking for knowledge transfer in engineering robotics.

16. The impact of goal assignment in a game‐based learning environment.

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

18. The effect of mobile assisted teaching on nursing students' learning ventrogluteal injection application: The case of Turkey.

19. High task motivation learners co‐viewing video lectures facilitates learning.

20. Differences in the perception of the role of instructors among Western and Chinese students in online teaching practices.

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

22. Effectiveness of online collaborative problem‐solving method on students' learning performance: A meta‐analysis.

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

24. Finger versus pencil: An eye tracking study of learning by drawing on touchscreens.

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

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

27. Should learners use their hands for learning? Results from an eye‐tracking study.

28. A novel method to monitoring changes in cognitive load in video‐based learning.

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

30. Effects of collaborative filtering‐based peer recommendation mechanism on in‐service teachers' learning performance, knowledge construction, and social network during online training.

31. Compensating the socioeconomic achievement gap with computer‐assisted instruction.

32. Using 360‐degree videos in teacher education to improve preservice teachers' professional interpersonal vision.

33. Exploring the co‐occurrence of students' learning behaviours and reasoning processes in an intelligent tutoring system: An epistemic network analysis.

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

35. ProVoc: An app to train vocabulary depth in order to foster children's reading comprehension.

36. Cognitive tasks in the core content areas: Factors that influence students' technology use in high‐school classrooms.

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

38. Individual differences in visuospatial working memory capacity influence the modality effect.

39. Investigating text‐picture integration in videos with the multimedia contradiction paradigm.

40. STEM learning attitude predicts computational thinking skills among primary school students.

41. Is contextual animation needed in multimedia learning games for children? An eye tracker study.

42. Effects of web‐based training on Spanish pre‐service and in‐service teacher knowledge and implicit beliefs on learning to write.

43. A mobile game as a support tool for children with severe difficulties in reading and spelling.

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

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

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

47. Face‐to‐face, blended, flipped, or online learning environment? Impact on learning performance and student cognitions.

48. Effects of online teaching presence on students' interactions and collaborative knowledge construction.

49. Playful learning with sound‐augmented toys: comparing children with and without visual impairment.

50. Moderating role of reading comprehension in children's word learning with context versus pictures.