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377 results on '"applications in subject areas"'

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

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

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

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

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

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

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

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

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

14. Higher education students differ in their technology use

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

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

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

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

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

24. Building word knowledge, learning strategies, and metacognition with the Word-Knowledge e-Book

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. Cognitive and Affective Brain–Computer Interfaces for Improving Learning Strategies and Enhancing Student Capabilities: A Systematic Literature Review

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

34. FPGA Based Big Data Accelerator Design in Teaching Computer Architecture and Organization

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

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

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

38. Fostering changes in teacher attitudes toward the use of computer simulations: Flexibility, pedagogy, usability and needs.

39. Design, Application and Effectiveness of an Innovative Augmented Reality Teaching Proposal through 3P Model.

40. Effects of ASQ-based flipped learning on nurse practitioner learners' nursing skills, learning achievement and learning perceptions.

41. A meta-analysis of media literacy interventions for deviant behaviors.

42. Impacts of a mind mapping-based contextual gaming approach on EFL students' writing performance, learning perceptions and generative uses in an English course.

43. Primary school pupils' emotional experiences of synchronous audio-led online communication during online one-to-one tuition.

44. How is the use of technology in education evaluated? A systematic review.

45. DEVELOPMENT OF THE ACADEMICS' E-READINESS QUESTIONNAIRE (ARQ) FOR MEDICAL UNIVERSITIES.

46. Effects of adaptive training on metacognitive knowledge monitoring ability in computer-based learning.

47. A review of experimental mobile learning research in 2010–2016 based on the activity theory framework.

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

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

50. 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.

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