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Start Over You searched for: Topic analysis of variance Remove constraint Topic: analysis of variance Journal journal of computer assisted learning Remove constraint Journal: journal of computer assisted learning Publisher wiley-blackwell Remove constraint Publisher: wiley-blackwell
284 results

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

2. Student diversity and e‐exam acceptance in higher education.

3. A test of the design of a video tutorial for software training.

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

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

6. Factors influencing students' listening learning performance in mobile vocabulary‐assisted listening learning: An extended technology acceptance model.

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

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

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

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

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

12. Do social cues in instructional videos affect attention allocation, perceived cognitive load, and learning outcomes under different visual complexity conditions?

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

14. Procedural knowledge acquisition in a second‐year nursing course. Effectiveness of a digital video‐based collaborative learning‐by‐design activity using hypervideo.

15. Assessing the effectiveness of a game‐based phonics intervention for first and second grade English language learners in India: A randomized controlled trial.

16. An examination of learning ecologies associated with the Holocaust: The role of social media.

17. A randomised proof‐of‐concept trial on the effectiveness of a game‐based training of phoneme‐grapheme correspondences in pre‐readers.

18. The zoomorphic effect: A contribution to the study of images of pedagogical agents for children's learning in instructional videos.

19. Promoting children's computational thinking: A quasi‐experimental study of web‐mediated parent education.

20. Effects of AR‐ and VR‐based wearables in teaching English: The application of an ARCS model‐based learning design to improve elementary school students' learning motivation and performance.

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

22. Gamification improves learning: Experience in a training activity of computer programming in higher education.

23. Impact of reading messages on student learning and note‐taking during a video lecture.

24. Credibility and altered communication styles of AI graders in the classroom.

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

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

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

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

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

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

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

32. Unfolding self‐regulated learning profiles of students: A longitudinal study.

33. Examining shifts in conceptual knowledge, procedural knowledge and procedural flexibility in the context of two game‐based technologies.

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

35. 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.

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

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

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

39. Instructor's direct gaze not body orientation affects learning.

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

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

42. The role of desktop virtual reality as an accessible and equitable strategy to improve career opportunities for women in technology.

43. The influences of a virtual instructor's voice and appearance on learning from video lectures.

44. Exploring pre‐service teachers' use of technology: The technology acceptance model and expectancy–value theory.

45. Homogeneous and heterogeneous multiple representations in equation‐solving problems: An eye‐tracking study.

46. Looking through Sherlock's eyes: Effects of eye movement modelling examples with and without verbal explanations on deductive reasoning.

47. The impact of an online gamified approach embedded with self‐regulated learning support on students' reading performance and intrinsic motivation: A randomized controlled trial.

48. Digital learning of English as a foreign language among university students: How are approaches to learning linked to digital competence and technostress?

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

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