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77 results on '"applications in subject areas"'

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2. Using eye tracking to support professional learning in vision-intensive professions: a case of aviation pilots.

3. Augmented reality: a systematic review between usability and learning experience.

4. "Micro World – Exploring the Microbial Kingdom": design and testing of a microbial VR science product.

5. Integrating Making with Authentic Science Classes: An Approach and Evidence.

6. The Effect of Augmented Reality Technology on Primary School Students' Achievement, Attitudes Towards the Course, Attitudes Towards Technology, and Participation in Classroom Activities.

7. TPACK expression patterns in preservice teachers' design of innovative physics teaching and learning materials.

8. From physical feelings to empathy: An immersive virtual reality approach to facilitate physical empathy

9. Design and application of computational modeling in science education research: a systematic review.

10. Utilizing Semantic Web for Improving Quality of Life among Family Caregivers of Disabled Children: A Review in Context of Saudi Vision 2030.

13. Using LLMs to bring evidence-based feedback into the classroom: AI-generated feedback increases secondary students’ text revision, motivation, and positive emotions

14. Factors contributing to dropping out of adults’ programming e-learning

15. Higher education students differ in their technology use

16. Hands-on operation with a Rolling Alphabet-AR System improves English learning achievement.

17. The effect of using theodolite 3D AR in teaching measurement error on learning outcomes and satisfaction of civil engineering students with different spatial ability.

18. Critical research trends of mobile technology-supported English language learning: A review of the top 100 highly cited articles.

20. A test paper generation algorithm based on diseased enhanced genetic algorithm

21. Comparison of Using an Augmented Reality Learning Tool at Home and in a Classroom Regarding Motivation and Learning Outcomes.

22. An assistive environment for EAL academic writing using formulaic sequences classification.

23. Comparing human-made and AI-generated teaching videos: An experimental study on learning effects.

24. Using multiple, dynamically linked representations to develop representational competency and conceptual understanding of the earthquake cycle.

25. Promoting geographic internet searches and subsequent argumentation using an Open Educational Resource

26. Comprehensive evaluation of the use of technology in education – validation with a cohort of global open online learners.

27. Fostering ecosystem understanding: The synergistic impact of inquiry-based instruction and information literacy.

28. Profiling students' learning engagement in MOOC discussions to identify learning achievement: An automated configurational approach.

29. ICT, learning environment and student characteristics as potential cross-country predictors of academic achievement.

30. Higher Immersive Profiles Improve Learning Outcomes in Augmented Reality Learning Environments.

31. Effects of Educational Video Games on English Vocabulary Learning and Retention.

32. Comparison of Using an Augmented Reality Learning Tool at Home and in a Classroom Regarding Motivation and Learning Outcomes

33. Quantifying variability in predictions of student performance: Examining the impact of bootstrap resampling in data pipelines

34. Exploring adaptive learning, learner-content interaction and student performance in undergraduate economics classes.

35. Unveiling joint attention dynamics: Examining multimodal engagement in an immersive collaborative astronomy simulation.

36. Higher Immersive Profiles Improve Learning Outcomes in Augmented Reality Learning Environments

37. Exercise health belief related to "Fit-Fun" exergame play interest, anxiety, practicing attitude, and exergaming performance.

38. What I wanted and what I did: Motivation and engagement in a massive open online course.

39. Predicting the development of digital media PCK/TPACK: The role of PCK, motivation to use digital media, interest in and previous experience with digital media.

40. Factors contributing to dropping out of adults' programming e-learning.

41. Counter-attitudinal intervention decreased positive attitudes and behavioral tendencies towards video games.

42. Implementing digital storytelling in statistics classrooms: Influences on aggregate reasoning.

43. Video outperforms illustrated text: Do old explanations for the modality effect apply in a learner-paced fifth-grade classroom context?

44. Investigating effects of computer-mediated feedback on L2 vocabulary learning.

45. Promoting musical instrument learning in virtual reality environment: Effects of embodiment and visual cues.

46. Effects of a graphic organizer-based two-tier test approach on students' learning achievement and behaviors in spherical video-based virtual learning contexts.

47. Programming music with Sonic Pi promotes positive attitudes for beginners

48. A review study on eye-tracking technology usage in immersive virtual reality learning environments.

49. What matters in AI-supported learning: A study of human-AI interactions in language learning using cluster analysis and epistemic network analysis.

50. Tracking visual attention during learning of complex science concepts with augmented 3D visualizations.

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