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77 results on '"applications in subject areas"'

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

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

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

4. Effects of AI-assisted dance skills teaching, evaluation and visual feedback on dance students' learning performance, motivation and self-efficacy.

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

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

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

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

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

10. How to learn and how to teach computational thinking: Suggestions based on a review of the literature.

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

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

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

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

15. Influences of text difficulty and reading ability on learning illustrated science texts for children: An eye movement study.

16. Customizing scaffolds for game-based learning in physics: Impacts on knowledge acquisition and game design creativity.

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

18. Scientific modeling with mobile devices in high school physics labs.

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

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

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

23. Using Augmented Reality in early art education: a case study in Hong Kong kindergarten.

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

25. Improving the frame design of computer simulations for learning: Determining the primacy of the isolated elements or the transient information effects.

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

27. Testing the Impact of a Pre-instructional Digital Game on Middle-Grade Students' Understanding of Photosynthesis.

28. Developing information literacy and critical thinking skills through domain knowledge learning in digital classrooms: An experience of practicing flipped classroom strategy.

29. Case-based teaching using the Laboratory Animal System for learning C/C++ programming.

30. Effects of prior knowledge on learning from different compositions of representations in a mobile learning environment.

31. Assessing Scientific Practices Using Machine-Learning Methods: How Closely Do They Match Clinical Interview Performance?

32. Effects of type of multimedia strategy on learning of Chinese characters for non-native novices.

33. Tracking learners' visual attention during a multimedia presentation in a real classroom

34. Investigating cognitive task difficulties and expert skills in e-Learning storyboards using a cognitive task analysis technique

35. Split-attention and redundancy effects on mobile learning in physical environments

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

37. Exploring Newtonian mechanics in a conceptually-integrated digital game: Comparison of learning and affective outcomes for students in Taiwan and the United States

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

39. Educational virtual environments: A ten-year review of empirical research (1999–2009)

40. A comparative analysis of the effects of computer and paper-based personalization on student achievement

41. Virtual games in social science education

42. The view of scientific inquiry conveyed by simulation-based virtual laboratories

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

44. Enhancing Physical Education and Sport Science students’ self-efficacy and attitudes regarding Information and Communication Technologies through a computer literacy course

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

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

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

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

49. A scale for monitoring students’ attitudes to learning mathematics with technology

50. Pedagogical approaches for technology-integrated science teaching

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