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58 results on '"applications in subject areas"'

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

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

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

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

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

6. A scoping review of research on digital game-based language learning.

7. Impacts of an augmented reality-based flipped learning guiding approach on students’ scientific project performance and perceptions.

8. The effectiveness of multimedia for teaching drug mechanisms of action to undergraduate health students.

9. Digital game-based second-language vocabulary learning and conditions of research designs: A meta-analysis study.

10. The effectiveness of PowerPoint presentation and conventional lecture on pedagogical content knowledge attainment.

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

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

13. Applications of the Elo rating system in adaptive educational systems.

14. An experience of a three-year study on the development of critical thinking skills in flipped secondary classrooms with pedagogical and technological support.

15. Educational material development model for teaching computer network and system management.

16. A New Open-Source Technological System for Real-Time Assessment in the Classroom.

17. Promoting reading comprehension with the use of technology.

18. Modelling teenage personal contexts to support technology enhanced enquiry into personal energy consumption.

19. A psychological perspective on augmented reality in the mathematics classroom.

20. A personalized recommendation-based mobile learning approach to improving the reading performance of EFL students

21. Developing digital fluency through ubiquitous mobile devices: Findings from a small-scale study

22. Real-time computer graphics simulation of blockplay in early childhood

23. Design and implementation of a student-generated virtual museum in a language curriculum to enhance collaborative multimodal meaning-making

24. Parametric Pedagogy: Integrating parametric CAD in Irish post-primary schools.

25. Illustrated plant identification keys: An interactive tool to learn botany

26. Incorporating podcasting and blogging into a core task for ESOL teacher candidates

27. Effective learning in science: The use of personal response systems with a wide range of audiences

28. A web-based learning tool improves student performance in statistics: A randomized masked trial

29. Effects of attitudes and behaviours on learning mathematics with computer tools

30. The use of a computer simulation to promote conceptual change: A quasi-experimental study

31. A new Moodle module supporting automatic verification of VHDL-based assignments

32. Interactive whiteboards produce small gains in elementary students’ self-reported motivation in mathematics

33. Instructional technologies in social science instruction in South Africa

34. Exploring the relationship between Internet ethics in university students and the big five model of personality

35. Investigating the impact of video games on high school students’ engagement and learning about genetics

36. How indirect supportive digital help during and after solving physics problems can improve problem-solving abilities

37. Empirical user studies inform the design of an e-notetaking and information assimilation system for students in higher education

38. Using online annotations to support error correction and corrective feedback

39. An experience of teaching for learning by observation: Remote-controlled experiments on electrical circuits

40. Stills, not full motion, for interactive spatial training: American, Turkish and Taiwanese female pre-service teachers learn spatial visualization

41. The effects of computer games on primary school students’ achievement and motivation in geography learning

42. Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation

43. A case study of computer gaming for math: Engaged learning from gameplay?

44. Constructions of dynamic geometry: A study of the interpretative flexibility of educational software in classroom practice

45. Characterising effective eLearning resources

46. An online image analysis tool for science education

47. Adaptable learning assistant for item bank management

48. Common needs and different agendas: How trainee teachers make progress in their ability to use ICT in subject teaching. Some lessons from the UK

49. Is the use of ICT in education leading to higher student outcomes? Analysis from the Spanish Autonomous Communities

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

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