Search

Showing total 49 results

Search Constraints

Start Over You searched for: Publication Year Range Last 10 years Remove constraint Publication Year Range: Last 10 years Journal journal of computer assisted learning Remove constraint Journal: journal of computer assisted learning Region taiwan Remove constraint Region: taiwan
49 results

Search Results

1. Achieving success in English medium instruction using computer‐mediated terminology pretraining under the problem‐based learning pedagogy.

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

3. A mobile game‐based app to facilitate learners' motivation and achievement in learning Chinese reading activities: An individual differences perspective.

4. Comparing the Taiwanese learning effects of Shaking‐On and Kahoot!

5. Mobile collaborative learning with social network awareness.

6. Effects of AR‐ and VR‐based wearables in teaching English: The application of an ARCS model‐based learning design to improve elementary school students' learning motivation and performance.

7. The impact of functional interdependencies of computer simulations on collaborative learning: Evidence from multiple sources.

8. Effects of performance goal orientations on learning performance and in‐game performance in digital game‐based learning.

9. Virtual reality application influences cognitive load‐mediated creativity components and creative performance in engineering design.

10. Powering up flipped learning: An online learning environment with a concept map‐guided problem‐posing strategy.

11. The effects of digital storytelling games on high school students' critical thinking skills.

12. Augmented reality and competition in robotics education: Effects on 21st century competencies, group collaboration and learning motivation.

13. The predictive validities of individual working‐memory capacity profiles and note‐taking strategies on online search performance.

14. Studying the effectiveness of an online argumentation model for improving undergraduate students' argumentation ability.

15. Effects of tangrams on learning engagement and achievement: Case of preschool learners.

16. The effectiveness of integrating teaching strategies into IRS activities to facilitate learning.

17. The effect of pedagogical GAME model on students' PISA scientific competencies.

18. Exploring the learning effectiveness of financial literacy from the microworld perspective: Evidence from the simulated transactional interactive concurrent system.

19. Developing a hands‐on activity using virtual reality to help students learn by doing.

20. Factors that influence the development and performance of academic oral presentations using a blended learning environment.

21. Developing a web‐based multimedia assessment system for facilitating science laboratory instruction.

22. Using 3D printing technology with experiential learning strategies to improve preengineering students' comprehension of abstract scientific concepts and hands‐on ability.

23. Designating "hot" items in multiple‐choice questions—A strategy for reviewing course materials.

24. Applying augmented reality to enhance learning: a study of different teaching materials.

25. A simple and effective remedial learning system with a fuzzy expert system.

26. Virtual reality in problem‐based learning contexts: Effects on the problem‐solving performance, vocabulary acquisition and motivation of English language learners.

27. Investigating an application of speech-to-text recognition: a study on visual attention and learning behaviour.

28. Effectiveness of feedback for enhancing English pronunciation in an ASR-based CALL system.

29. A mobile gamification learning system for improving the learning motivation and achievements.

30. Cultivating undergraduates' plagiarism avoidance knowledge and skills with an online tutorial system.

31. Could a mobile-assisted learning system support flipped classrooms for classical Chinese learning?

32. Using commercial video games in flipped classrooms to support physical concept construction.

33. Improving early prediction of academic failure using sentiment analysis on self‐evaluated comments.

34. Improving the effectiveness of English vocabulary review by integrating ARCS with mobile game‐based learning.

35. The effects of computerized inquiry‐stage‐dependent argumentation assistance on elementary students' science process and argument construction skills.

36. Performance, cognitive load, and behaviour of technology‐assisted English listening learning: From CALL to MALL.

37. Designing a technology‐enhanced flipped learning system to facilitate students' self‐regulation and performance.

38. Using augmented reality to support a software editing course for college students.

39. Promoting contextual vocabulary learning through an adaptive computer-assisted EFL reading system.

40. A knowledge-structure-based adaptive dynamic assessment system for calculus learning.

41. Fostering self-regulated learning in a blended environment using group awareness and peer assistance as external scaffolds.

42. A cross-cultural study of the effect of a graph-oriented computer-assisted project-based learning environment on middle school students' science knowledge and argumentation skills.

43. Lecture capture with real-time rearrangement of visual elements: impact on student performance.

44. Using wikis and collaborative learning for science teachers' professional development.

45. Game immersion experience: its hierarchical structure and impact on game-based science learning.

46. The effects of keyword cues and 3R strategy on children's e-book reading.

47. Early identification of ineffective cooperative learning teams.

48. 3D-CAD effects on creative design performance of different spatial abilities students.

49. Development of children's creativity and manual skills within digital game-based learning environment.