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Start Over You searched for: Topic descriptive statistics Remove constraint Topic: descriptive statistics Publication Year Range Last 50 years Remove constraint Publication Year Range: Last 50 years Journal journal of computer assisted learning Remove constraint Journal: journal of computer assisted learning Publisher wiley-blackwell Remove constraint Publisher: wiley-blackwell
395 results

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

2. Comparing the productive failure and directive instruction for declarative safety knowledge training using virtual reality.

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

4. Towards tailored cognitive support in augmented reality assembly work instructions.

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

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

7. Exploring the effects of seductive details and illustration dynamics on young children's performance in an origami task.

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

9. Instructor's low guided gaze duration improves learning performance for students with low prior knowledge in video lectures.

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

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

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

13. Using learning analytics to enhance college students' shared epistemic agency in mobile instant messaging: A new way to support deep discussion.

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

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

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

17. A non‐verbal teaching behaviour analysis for improving pointing out gestures: The case of asynchronous video lecture analysis using deep learning.

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

19. Unveiling the pedagogical advantage of tutoring‐style videos in an authentic biology class.

20. A bibliometric analysis of studies on technology‐supported learning environments: Hot topics and frontier evolution.

21. Comparing incidental learning of single words and collocations from different captioning conditions: The role of vocabulary knowledge and working memory.

22. Is Chatgpt a menace for creative writing ability? An experiment.

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

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

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

26. Is video games' effect on attitudes universal? Results from an empirical study comparing video games' impact on the attitude change of players with different backgrounds.

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

28. Analysing students' self‐assessment practice in a distance education environment: Student behaviour, accuracy, and task‐related characteristics.

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

30. Highlighting and highlighted information in text comprehension and learning from digital reading.

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

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

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

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

35. K‐12 teachers' programming attitudes among different disciplines: Analysis of influential factors.

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

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

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

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

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

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

42. Using online learner trace data to understand the cohesion of teams in higher education.

43. Towards a partnership of teachers and intelligent learning technology: A systematic literature review of model‐based learning analytics.

44. Computer‐based scaffoldings influence students' metacognitive monitoring and problem‐solving efficiency in an intelligent tutoring system.

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

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

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

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

49. Virtual reality environment in pharmacy education: A cyclical study on instructional design principles.

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