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366 results

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1. Impact of using interactive devices in Spanish early childhood education public schools.

2. The effect of learning strategies adopted in K12 schools on student learning in massive open online courses.

3. Enhancing concrete structures education: Impact of virtual reality on motivation, performance and usability for undergraduate engineering students.

4. Applying learning analytics dashboards based on process‐oriented feedback to improve students' learning effectiveness.

5. Augmented‐reality‐enhanced game‐based learning in flipped English classrooms: Effects on students' creative thinking and vocabulary acquisition.

6. Assessing the effectiveness of a game‐based phonics intervention for first and second grade English language learners in India: A randomized controlled trial.

7. Procedural knowledge acquisition in a second‐year nursing course. Effectiveness of a digital video‐based collaborative learning‐by‐design activity using hypervideo.

8. Vocabulary development at home: a multimedia elaborated picture supporting parent-toddler interaction.

9. Learning to use electronic outlining via observational learning: Effects on students' argumentative writing performance.

10. Investigating the impact of a virtual reality mobile application on learners' interpreting competence.

11. Student diversity and e‐exam acceptance in higher education.

12. Captioning and repetition for Chinese students' immediate and delayed retention of English‐speaking multimedia lessons.

13. Instructor's low guided gaze duration improves learning performance for students with low prior knowledge in video lectures.

14. Individual differences in executive function affect learning with immersive virtual reality.

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

16. Effects of providing EFL learners with additional online and face‐to‐face practise opportunities to promote active learning in higher education.

17. Online collaborative tools for science education: Boosting learning outcomes, motivation, and engagement.

18. Comparing incidental learning of single words and collocations from different captioning conditions: The role of vocabulary knowledge and working memory.

19. Touchy feely vectors: A compensatory design approach to support model‐based reasoning in developing country classrooms.

20. Analysis of school students' misconceptions about basic programming concepts.

21. Promoting international high‐school students' Chinese language learning achievements and perceptions: A mind mapping‐based spherical video‐based virtual reality learning system in Chinese language courses.

22. Mobile‐Based micro‐Learning and Assessment: Impact on learning performance and motivation of high school students.

23. Understanding variation in children's reading comprehension: A dynamic approach.

24. Improving short‐term academic performance in the flipped classroom using dynamic geometry software.

25. Is Chatgpt a menace for creative writing ability? An experiment.

26. The impact of goal assignment in a game‐based learning environment.

27. Instructor's direct gaze not body orientation affects learning.

28. Is video games' effect on attitudes universal? Results from an empirical study comparing video games' impact on the attitude change of players with different backgrounds.

29. The effect of mobile assisted teaching on nursing students' learning ventrogluteal injection application: The case of Turkey.

30. The incorporation of peer learning into MosoTeach‐supported flipped language class: Effects on student motivation, participation, feedback and test performance.

31. Listening to or looking at models: Learning about dynamic complex systems in science among learners who are blind and learners who are sighted.

32. Targeting fraction misconceptions and reducing high confidence errors in an online tutor.

33. AI literacy curriculum and its relation to children's perceptions of robots and attitudes towards engineering and science: An intervention study in early childhood education.

34. The effects of video‐driven discussions integrated into the flipped classroom model on learning achievement, practical performance, and higher‐order thinking skills in dental education.

35. The effects of block‐based visual and text‐based programming training on students' achievement, logical thinking skills, and motivation.

36. A preliminary study on flipping an English as a foreign language collaborative writing course with video clips: Its impact on writing skills and writing motivation.

37. The effect of the modality principle to support learning with virtual reality: An eye‐tracking and electrodermal activity study.

38. Incidental vocabulary learning from captioned videos: Learners' prior vocabulary knowledge and working memory.

39. The role of desktop virtual reality as an accessible and equitable strategy to improve career opportunities for women in technology.

40. Facilitating learning in immersive virtual reality: Segmentation, summarizing, both or none?

41. Does the emotional design of scaffolds enhance learning and motivational outcomes in game‐based learning?

42. Augmented reality assisted learning achievement, motivation, and creativity for children of low‐grade in primary school.

43. Students' mathematics word problem-solving achievement in a computer-based story.

44. The influences of a virtual instructor's voice and appearance on learning from video lectures.

45. Flipping writing metacognitive strategies and writing skills in an English as a foreign language collaborative writing context: a mixed‐methods study.

46. Instructional mechanisms in immersive virtual reality serious games: Earthquake emergency training for children.

47. Learning computer algorithms through dynamic visualizations: Benefits of 'AlgoRythmics' videos.

48. Effects of collaborative filtering‐based peer recommendation mechanism on in‐service teachers' learning performance, knowledge construction, and social network during online training.

49. A study on learning analytics of using mobile augmented reality application to enhance cultural competence for design cultural creation in higher education.

50. Technology‐mediated outdoor learning for primary school student teachers: Focusing on biodiversity.