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26 results

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1. Investigating the impact of a gamified learning analytics dashboard: Student experiences and academic achievement.

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

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

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

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

6. Examining shifts in conceptual knowledge, procedural knowledge and procedural flexibility in the context of two game‐based technologies.

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

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

9. Digital game‐based learning in a Shanghai primary‐school mathematics class: A case study.

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

11. The transfer effects of computational thinking: A systematic review with meta‐analysis and qualitative synthesis.

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

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

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

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

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

17. Motivation, engagement, and performance across multiple virtual reality sessions and levels of immersion.

18. Connecting the dots: Understanding the interrelated impacts of type, quality and children's awareness of design features and the mathematics content learning goals in digital math games and related learning outcomes.

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

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

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

22. Effects of game‐based learning on students' mathematics achievement: A meta‐analysis.

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

24. Moving towards engaged learning in STEM domains; there is no simple answer, but clearly a road ahead.

25. Process assessment in dynamic testing using electronic tangibles.

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