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915 results on '"COMPUTER-BASED LEARNING"'

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1. Does automated reassessment and relearning improve mathematics performance better than computer adaptive practice alone?

2. Enhancing learning experiences: EEG-based passive BCI system adapts learning speed to cognitive load in real-time, with motivation as catalyst.

3. Detector-driven classroom interviewing: focusing qualitative researcher time by selecting cases in situ.

4. External post-mortem examination in virtual reality—scalability of a monocentric application.

6. App-Free Method for Visualization of Polymers in 3D and Augmented Reality

7. АДАПТИВНЫЕ И ИНТЕЛЛЕКТУАЛЬНО ОБУЧАЮЩИЕ СИСТЕМЫ: МЕТОДИКА СОЗДАНИЯ И ВНЕДРЕНИЯ.

8. A Digital Math Game and Multiple-Try Use with Primary Students: A Sex Analysis on Motivation and Learning.

9. Enhancing Spatial Ability: A New Integrated Hybrid Training Approach for Engineering and Architecture Students.

10. Looking at the Laboratory Discussion: Course Modality Choice and Student Performance in Organic Chemistry

12. Digital re‐attributional feedback in high school mathematics education and its effect on motivation and achievement.

13. PREDICTING THE LEARNING PATH TO LEARNER’S OPTIMUM COMPREHENSION

15. Teaching Cheminformatics through a Collaborative Intercollegiate Online Chemistry Course (OLCC)

16. Learning and Motivation When Using Multiple-Try in a Digital Game for Primary Students in Chile.

17. The effect of task specific aids on students' performance and minimization of cognitive load in a virtual reality chemistry laboratory.

18. Electronic Research Notebooks in the Educational Setting: A Scoping Review.

20. Design, development, and implementation of 3D-printed polylactic acid centrifuge rotors for laboratory-scale applications

21. Artificial Intelligence Applications in Hepatology.

22. Enhancing Spatial Ability: A New Integrated Hybrid Training Approach for Engineering and Architecture Students

23. User Experience of Universal School-Based e-Mental Health Solutions : Exploring the Expectations and Desires of Adolescent Users

24. Trends and Challenges of Technology-Enhanced Learning in Geotechnical Engineering Education.

25. Embodying empathy: using game design as a maker pedagogy to teach design thinking.

26. Adventure Legal Medicine: a free online serious game for supplementary use in undergraduate medical education.

31. AN EVALUATION OF SERIOUS GAMES AND COMPUTER-BASED LEARNING ON STUDENT OUTCOMES IN UNIVERSITY LEVEL GEOGRAPHIC EDUCATION

32. Learning and Motivation When Using Multiple-Try in a Digital Game for Primary Students in Chile

33. Exploring the Phenomenon of the Additive Colour Process While Using a Computer Programme by 7–8-Year-Old Students.

34. Computer-Based Vocabulary Learning in the English Language: A Systematic Review.

35. Effects of a computer-based enrichment programme on the development of analytical and creative abilities in gifted students.

36. FLUID-LABVIR, an immersive online platform as complement to enhance the student's learning experience in experimental laboratories of Fluid Mechanics and Fluid Engineering.

38. Problem-Based Learning and Computer-Based Scaffolds in Online Learning

39. Evaluation of Students’ Performance Based on Teaching Method Using LMS

40. Effect of Immediate Feedback on Math Achievement at the High School Level

41. Minimization of students' cognitive load in a virtual chemistry laboratory via contents optimization and arrow-textual aids.

42. Improving conceptual understanding of gas behavior through the use of screencasts and simulations

43. Bioinformatics tools for marine biotechnology: a practical tutorial with a metagenomic approach

44. Tracking down chemical phenomena with the usage of mobile phone slow-motion videos

45. Flipped classroom in a therapeutic modality course: students’ perspective

46. Preparing GTAs for Active Learning in the General Chemistry Lab: Development of an Evidence-Based Rehearsal Module for a Mixed-Reality Teaching Simulator.

47. Fostering students’ emotion regulation during learning: Design and effects of a computer-based video training

48. Exploring the Phenomenon of the Additive Colour Process While Using a Computer Programme by 7–8-Year-Old Students

49. Designing Educational Videos for University Websites Based on Students’ Preferences

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