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Computers & Education, Volume 127
Volume 127, December 2018
- Abdullah Alhabeeb, Jennifer E. Rowley:
E-learning critical success factors: Comparing perspectives from academic staff and students. 1-12 - Abram D. Anders:
Networked learning with professionals boosts students' self-efficacy for social networking and professional development. 13-29 - Hsin-Hui Lin, Wan-Chu Yen, Yi-Shun Wang:
Investigating the effect of learning method and motivation on learning performance in a business simulation system context: An experimental study. 30-40 - Qiujie Li, Rachel B. Baker:
The different relationships between engagement and outcomes across participant subgroups in Massive Open Online Courses. 41-65 - Andrea Gauthier, Jodie Jenkinson:
Designing productively negative experiences with serious game mechanics: Qualitative analysis of game-play and game design in a randomized trial. 66-89 - Kui Xie, Gennaro di Tosto, Sheng-Bo Chen, Vanessa W. Vongkulluksn:
A systematic review of design and technology components of educational digital resources. 90-106 - Aaron W. Kates, Huang Wu, Chris L. S. Coryn:
The effects of mobile phone use on academic performance: A meta-analysis. 107-112 - You-Hsuan Chang, Tzu-Chien Liu, Fred Paas:
Cognitive resources allocation in computer-mediated dictionary assisted learning: From word meaning to inferential comprehension. 113-129 - Yalin Kiliç Türel, Seda Özer Sanal:
The effects of an ARCS based e-book on student's achievement, motivation and anxiety. 130-140 - Orly Lahav, Nuha Hagab, Sewar Abed El Kader, Sharona T. Levy, Vadim Talis:
Listen to the models: Sonified learning models for people who are blind. 141-153 - Sarah K. Howard, Jie Yang, Jun Ma, Karl Maton, Ellie Rennie:
App clusters: Exploring patterns of multiple app use in primary learning contexts. 154-164 - Andrea Kunze, Teomara Rutherford:
Blood from a stone: Where teachers report finding time for computer-based instruction. 165-177 - Siu-Cheung Kong, Ming Ming Chiu, Ming Lai:
A study of primary school students' interest, collaboration attitude, and programming empowerment in computational thinking education. 178-189 - Yinan Liu, Bong Gee Jang, Zaline Roy-Campbell:
Optimum input mode in the modality and redundancy principles for university ESL students' multimedia learning. 190-200 - Dong Liu, Kevin B. Wright, Baijing Hu:
A meta-analysis of Social Network Site use and social support. 201-213 - Zhonggen Yu:
Differences in serious game-aided and traditional English vocabulary acquisition. 214-232 - Dongho Kim, Meehyun Yoon, Il-Hyun Jo, Robert Maribe Branch:
Learning analytics to support self-regulated learning in asynchronous online courses: A case study at a women's university in South Korea. 233-251 - Zhenan Feng, Vicente A. González, Robert Amor, Ruggiero Lovreglio, Guillermo Cabrera-Guerrero:
Immersive virtual reality serious games for evacuation training and research: A systematic literature review. 252-266 - Liying Xia, Baichang Zhong:
A systematic review on teaching and learning robotics content knowledge in K-12. 267-282 - Rob van Roy, Bieke Zaman:
Need-supporting gamification in education: An assessment of motivational effects over time. 283-297 - Michael D. Hanus, Jesse Fox:
Corrigendum to Assessing the Effects of Gamification in the Classroom: A Longitudinal Study on Intrinsic Motivation, Social Comparison, Satisfaction, Effort, and Academic Performance Computers & Education 80 (2015) Pages 152-161. 298 - Retraction notice to "Project-based learning in a virtual internship programme: A study of the interrelated roles between intern, mentor and client" [10.1016/j.compedu.2017.03.011]. 299
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