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205 results

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1. Empathic pedagogical conversational agents: A systematic literature review.

2. Digital instinct—A keyword for making sense of students' digital practice and digital literacy.

3. Understanding computational thinking in the gameplay of the African Songo board game.

4. Basic mathematical skills and fraction understanding predict percentage understanding: Evidence from an intelligent tutoring system.

5. Interactivity and identity impact learners' sense of agency in virtual reality field trips.

6. The interplay of learning, analytics and artificial intelligence in education: A vision for hybrid intelligence.

7. Happy facial expressions and mouse pointing enhance EFL vocabulary learning from instructional videos.

8. Integrating a movement‐based learning platform as core curriculum tool in kindergarten classrooms.

9. Enhancing students' learning outcomes in self‐regulated virtual reality learning environment with learning aid mechanisms.

10. Timing of information presentation matters: Effects on secondary school students' cognition, motivation and emotion in game‐based learning.

11. Examining cognitive processes of spatial thinking in university students: Insights from a web‐based geographic information systems study.

12. Exploring the impact of VoiceBots on multimedia programming education among Ghanaian university students.

13. Towards prescriptive analytics of self‐regulated learning strategies: A reinforcement learning approach.

14. Adaptive support for self‐regulated learning in digital learning environments.

15. Empowering student self‐regulated learning and science education through ChatGPT: A pioneering pilot study.

16. Towards automated transcribing and coding of embodied teamwork communication through multimodal learning analytics.

17. Self‐regulation and shared regulation in collaborative learning in adaptive digital learning environments: A systematic review of empirical studies.

18. Understanding why educational professionals engage with podcasts: Educational Podcasts Motivational Scale development and validation.

19. Beyond hard workout: A multimodal framework for personalised running training with immersive technologies.

20. A shared lens around sensemaking in learning analytics: What activity theory, definition of a situation and affordances can offer.

21. What is the impact of a multi‐modal pedagogical conversational AI system on parents' concerns about technology use by young children?

22. Left to their own devices: An exploration of context in seamless work‐related mobile learning.

23. How well do collaboration quality estimation models generalize across authentic school contexts?

24. What factors influence scientific concept learning? A study based on the fuzzy‐set qualitative comparative analysis.

25. Preservice teachers' learning by design through space construction in the metaverse.

26. Teaching expectancy improves video‐based learning: Evidence from eye‐movement synchronization.

27. Utilizing large language models for EFL essay grading: An examination of reliability and validity in rubric‐based assessments.

28. Improving the quality of communicating with dementia patients: A virtual reality‐based simulated communication approach.

29. Exploring students' learning performance in computer‐supported collaborative learning environment during and after pandemic: Cognition and interaction.

30. Online discussion or authentic dialogue? How design affects discussions in two alternative types of online forums.

31. Comparing quality and engagement in face‐to‐face and online teacher professional development.

32. Transitioning to blended learning during COVID‐19: Exploring instructors and adult learners' experiences in three Ghanaian universities.

33. Examining students' acceptance of the large‐scale HyFlex course: An empirical study.

34. Pre‐service teachers' inclination to integrate AI into STEM education: Analysis of influencing factors.

35. Measuring learning in digital games: Applying a game‐based assessment framework.

36. Co‐designing teacher support technology for problem‐based learning in middle school science.

37. A human‐centred learning analytics approach for developing contextually scalable K‐12 teacher dashboards.

38. Curriculum analytics adoption in higher education: A multiple case study engaging stakeholders in different phases of design.

39. Exploring the impact of gamification on students’ academic performance: A comprehensive meta‐analysis of studies from the year 2008 to 2023.

40. Improving executive functions at school. Integrating metacognitive exercise in class and computerized training at home to ensure training intensity and generalization. A feasibility pilot study.

41. Using explainable AI to unravel classroom dialogue analysis: Effects of explanations on teachers' trust, technology acceptance and cognitive load.

42. Towards inclusivity in AI: A comparative study of cognitive engagement between marginalized female students and peers.

43. Student profiles based on in‐game performance and help‐seeking behaviours in an online mathematics game.

44. GeoSolvAR: Scaffolding spatial perspective‐taking ability of middle‐school students using AR‐enhanced inquiry learning environment.

45. Serious games research streams for social change: Critical review and framing.

46. Measuring and classifying students' cognitive load in pen‐based mobile learning using handwriting, touch gestural and eye‐tracking data.

47. Adoption of learning analytics in higher education institutions: A systematic literature review.

48. Practical and ethical challenges of large language models in education: A systematic scoping review.

49. What next for Universal Design for Learning? A systematic literature review of technology in UDL implementations at second level.

50. An exploration of the ideological becoming of online educators.