Search

Your search keyword '"applications in subject areas"' showing total 128 results

Search Constraints

Start Over You searched for: Descriptor "applications in subject areas" Remove constraint Descriptor: "applications in subject areas" Topic interactive learning environments Remove constraint Topic: interactive learning environments
128 results on '"applications in subject areas"'

Search Results

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

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

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

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

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

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

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

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

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

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

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

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

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

14. Assessing children's interpersonal emotion regulation with virtual agents: The serious game Emodiscovery.

15. Trends in mobile technology-supported collaborative learning: A systematic review of journal publications from 2007 to 2016.

16. A novel virtual simulation teaching system for numerically controlled machining.

17. The effects of a mobile gamification app on elementary students’ Spanish achievement and self-efficacy.

18. Learning symbols from permanent and transient visual presentations: Don't overplay the hand.

19. Trends and research issues of mobile learning studies in nursing education: A review of academic publications from 1971 to 2016.

20. Educational apps from the Android Google Play for Greek preschoolers: A systematic review.

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

22. Exploring the effectiveness of integrating augmented reality-based materials to support writing activities.

23. Behavioral patterns of elementary students and teachers in one-to-one robotics instruction.

24. Mixed-reality learning environments: Integrating mobile interfaces with laboratory test-beds.

25. Experiencing the Analects of Confucius: An experiential game-based learning approach to promoting students' motivation and conception of learning.

26. Digital card games in education: A ten year systematic review.

27. A collaborative digital pen learning approach to improving students' learning achievement and motivation in mathematics courses.

28. Interaction of problem-based gaming and learning anxiety in language students' English listening performance and progressive behavioral patterns.

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

30. Short-term initiatives for enhancing cyber-safety within South African schools

32. A self-regulated flipped classroom approach to improving students’ learning performance in a mathematics course.

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

34. Animating eco-education: To see, feel, and discover in an augmented reality-based experiential learning environment.

35. The effects of 3D multi-user virtual environments on freshmen university students' conceptual and spatial learning and presence in departmental orientation.

36. Learning through playing Virtual Age: Exploring the interactions among student concept learning, gaming performance, in-game behaviors, and the use of in-game characters.

37. How do we inspire people to contact aboriginal culture with Web2.0 technology?

38. Teacher education for inclusion: Can a virtual learning object help?

39. CALEE: A computer-assisted learning system for embedded OS laboratory exercises.

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

41. A problem solving oriented intelligent tutoring system to improve students' acquisition of basic computer skills.

42. The effects of geography lessons with geospatial technologies on the development of high school students' relational thinking.

43. A prompt-based annotation approach to conducting mobile learning activities for architecture design courses.

44. Development and behavioral pattern analysis of a mobile guide system with augmented reality for painting appreciation instruction in an art museum.

45. Effects of an integrated concept mapping and web-based problem-solving approach on students' learning achievements, perceptions and cognitive loads.

46. Experimenting with electromagnetism using augmented reality: Impact on flow student experience and educational effectiveness.

47. Pattern of reflection in learning Authoring System through blogging.

48. A concept map-embedded educational computer game for improving students' learning performance in natural science courses.

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

50. Using the saliency-based model to design a digital archaeological game to motivate players' intention to visit the digital archives of Taiwan's natural science museum

Catalog

Books, media, physical & digital resources