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410 results

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

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

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

4. Trustworthy remote assessments: A typology of pedagogical and technological strategies.

5. Fostering online interaction in blended learning through social presence and convergence: A systematic literature review.

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

7. A joint evaluation method of regulated‐learning and cognitive quality in collaborative knowledge building.

8. Using learning analytics to measure self‐regulated learning: A systematic review of empirical studies in higher education.

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

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

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

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

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

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

15. How does the modern home environment impact children's mathematics knowledge? Evidence from Canadian elementary children's digital home numeracy practice (DHNP).

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

17. Leveraging natural language processing to support automated assessment and feedback for student open responses in mathematics.

18. Effective instruction conditions for educational robotics to develop programming ability of K‐12 students: A meta‐analysis.

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

20. How to deepen college students' approach to using technologies in T‐O‐IBL? Examining the mediating influence of deep approaches to using technologies between learning factors and higher order thinking skills.

21. The effects of assessment design on academic dishonesty, learner engagement, and certification rates in MOOCs.

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

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

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

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

26. Academic dishonesty and trustworthy assessment in online learning: A systematic literature review.

27. Effects of blended language learning on EFL learners' language performance: An activity theory approach.

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

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

30. Uncovering emotion sequence patterns in different interaction groups using deep learning and sequential pattern mining.

31. The effect of settings, educational level and tools on computer‐assisted pronunciation training: A meta‐analysis.

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

33. Exploring an effective automated grading model with reliability detection for large‐scale online peer assessment.

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

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

36. Online proctored exams and digital inequalities during the pandemic.

37. Students' expectations of Learning Analytics across Europe.

38. 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.

39. Benefits of prompting students to generate summaries during pauses in segmented multimedia lessons.

40. Online 3D gamification for teaching a human resource development course.

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

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

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

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

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

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

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

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

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

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