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1. Mathematical experience in game‐based problem‐solving.

2. Enacting control with student dashboards: The role of motivation.

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

4. Measuring self‐regulated learning in a junior high school mathematics classroom: Combining aptitude and event measures in digital learning materials.

5. The relationship between individual characteristics and practice behaviour within an adaptive arithmetic learning program.

6. Emotional and cognitive effects of learning with computer simulations and computer videogames.

7. Homogeneous and heterogeneous multiple representations in equation‐solving problems: An eye‐tracking study.

8. Supporting primary students' learning of fraction conceptual knowledge through digital games.

9. Improving mobile learning in secondary mathematics and science: Listening to students.

10. A novel method to monitoring changes in cognitive load in video‐based learning.

11. Smart mechanisms and their influence on geometry learning of elementary school students in authentic contexts.

12. Effects on learning of time spent by university students attending lectures and/or watching online videos.

13. Error detection through mouse movement in an online adaptive learning environment.

14. Developing a flipped learning approach to support student engagement: A design‐based research of secondary school mathematics teaching.

15. Implementing flipped learning approach based on 'first principles of instruction' in mathematics courses.

16. The format of problem representation for in‐game learning supports.

17. The effect of netbook ownership on children's academic achievement in mathematics, reading, and writing.