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154 results on '"applications in subject areas"'

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

18. Learning with multiple online texts as part of scientific inquiry in the classroom.

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

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

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

22. Study on student performance estimation, student progress analysis, and student potential prediction based on data mining.

23. How feedback provided by voluntary electronic quizzes affects learning outcomes of university students in large classes.

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

25. Combining e-books with mind mapping in a reciprocal teaching strategy for a classical Chinese course.

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

27. Training predictive L2 processing with a digital game: Prototype promotes acquisition of anticipatory use of tone-suffix associations.

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

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

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

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

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

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

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

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

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

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

39. The effects of an online student-constructed test strategy on knowledge construction.

40. Look at me and pay attention! A study on the relation between visibility and attention in weblectures.

41. A web-based painting tool for enhancing student attitudes toward learning art creation.

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

43. Effects of commercial video games on cognitive elaboration of physical concepts.

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

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

46. Who goes to lectures (and does it matter)?

47. What do critical reading strategies look like? Eye-tracking and lag sequential analysis reveal attention to data and reasoning when reading conflicting information.

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

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

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

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