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

2. Blended learning in rural K‐12 education: Stakeholder dynamics and recommendations.

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

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

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

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

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

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

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

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

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

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

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

14. Understanding mobile learning acceptance among university students with special needs: An exploration through the lens of self‐determination theory.

15. Effects of flipped English learning designs on learning outcomes and cognitive load: Workload of out‐of‐class activities versus during‐class activities.

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

17. Empowering virtual reality with feedback and reflection in hands‐on learning: Effect of learning engagement and higher‐order thinking.

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

19. Using digital gamification to improve language achievement, foreign language enjoyment, and ideal L2 self: A case of English as a foreign language learners.

20. Mobile‐Based micro‐Learning and Assessment: Impact on learning performance and motivation of high school students.

21. Understanding embodied immersion in technology‐enabled embodied learning environments.

22. Individual differences in executive function affect learning with immersive virtual reality.

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

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

25. Investigating the reliability of aggregate measurements of learning process data: From theory to practice.

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

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

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

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

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

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

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

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

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

35. Improving mathematics assessment readability: Do large language models help?

36. A preliminary study on flipping an English as a foreign language collaborative writing course with video clips: Its impact on writing skills and writing motivation.

37. The effect of the modality principle to support learning with virtual reality: An eye‐tracking and electrodermal activity study.

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

39. Students' mathematics word problem-solving achievement in a computer-based story.

40. A three‐step model for the gamification of training and automaticity acquisition.

41. Augmented reality assisted learning achievement, motivation, and creativity for children of low‐grade in primary school.

42. Exploring the effects of automatic speech recognition technology on oral accuracy and fluency in a flipped classroom.

43. Instructional mechanisms in immersive virtual reality serious games: Earthquake emergency training for children.

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

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

46. Task type matters: The impact of virtual reality training on training performance.

47. Presenting points or rank: The impacts of leaderboard elements on English vocabulary learning through video lectures.

48. Where less is more: Limited feedback in formative online multiple‐choice tests improves student self‐regulation.

49. The effects of video‐driven discussions integrated into the flipped classroom model on learning achievement, practical performance, and higher‐order thinking skills in dental education.

50. Effects of an annotation‐supported Socratic questioning approach on students' argumentative writing performance and critical thinking skills in flipped language classrooms.