| Factors Influencing Preservice Teachers' Intention to Use Technology: TPACK, Teacher Self-efficacy, and Technology Acceptance Model |
25 |
| A Learning Analytics Approach to Investigating Factors Affecting EFL Students' Oral Performance in a Flipped Classroom |
17 |
| Digital Citizenship with Social Media: Participatory Practices of Teaching and Learning in Secondary Education |
12 |
| Middle School Students' Social Media Use |
12 |
| Are Games Effective Learning Tools? A Review of Educational Games |
12 |
| Applying Learning Analytics for the Early Prediction of Students' Academic Performance in Blended Learning |
12 |
| Learning Analytics at Low Cost: At-risk Student Prediction with Clicker Data and Systematic Proactive Interventions |
12 |
| A Flipped Contextual Game-Based Learning Approach to Enhancing EFL Students' English Business Writing Performance and Reflective Behaviors |
11 |
| MOOCS as Accelerators of Social Mobility? A Systematic Review |
10 |
| Using Game-Based Learning with Kinect Technology in Foreign Language Education Course |
10 |
| A Study of the Use of Wearable Devices for Healthy and Enjoyable English as a Foreign Language Learning in Authentic Contexts |
9 |
| A Structural Model for Students' Adoption of Learning Management Systems: An Empirical Investigation in the Higher Education Context |
9 |
| Development of Youth Digital Citizenship Scale and Implication for Educational Setting |
8 |
| Gamification from Player Type Perspective: A Case Study |
8 |
| Learning Analytics for Supporting Seamless Language Learning using E-book with Ubiquitous Learning System |
7 |
| How Competition in a Game-based Science Learning Environment Influences Students' Learning Achievement, Flow Experience, and Learning Behavioral Patterns |
7 |
| Creating Interactive E-Books through Learning by Design: The Impacts of Guided Peer-Feedback on Students' Learning Achievements and Project Outcomes in Science Courses |
6 |
| Comparing Digital Badges-and-Points with Classroom Token Systems: Effects on Elementary School ESL Students' Classroom Behavior and English Learning |
6 |
| Gamifying and Mobilising Social Enquiry-based Learning in Authentic Outdoor Environments |
6 |
| Pedagogical Change in Mathematics Learning: Harnessing the Power of Digital Game-Based Learning |
6 |
| The Online Ecology of Literacy and Language Practices of a Gamer |
6 |
| Comparison of Animation and Static-picture based Instruction: Effects on Performance and Cognitive Load for Learning Genetics |
5 |
| Chinese Character Composition Game with the Augment Paper |
5 |
| Effective Learning Design of Game-Based 3D Virtual Language Learning Environments for Special Education Students |
5 |
| Using Online Peer Feedback through Blogs to Promote Speaking Performance |
5 |
| Understanding University Students' Thoughts and Practices about Digital Citizenship: A Mixed Methods Study |
5 |
| Gender-Related Differences in Collaborative Learning in a 3D Virtual Reality Environment by Elementary School Students |
5 |
| Using Exaggerated Feedback in a Virtual Reality Environment to Enhance Behavior Intention of Water-Conservation |
5 |
| Instructional Suggestions Supporting Science Learning in Digital Environments Based on a Review of Eye Tracking Studies |
5 |
| The Effects of Representation Tool (Visible-Annotation) Types to Support Knowledge Building in Computer-Supported Collaborative Learning |
5 |
| What Learning Analytics Tells Us: Group Behavior Analysis and Individual Learning Diagnosis based on Long-Term and Large-Scale Data |
5 |
| Investigating Flipped Classroom and Problem-based Learning in a Programming Module for Computing Conversion Course |
4 |
| Evolving Learning Paradigms: Re-Setting Baselines and Collection Methods of Information and Communication Technology in Education Statistics |
4 |
| Teaching Classical Mechanics Concepts using Visuo-haptic Simulators |
4 |
| Personalized Word-Learning based on Technique Feature Analysis and Learning Analytics |
4 |
| A Peer Coaching-based Professional Development Approach to Improving the Learning Participation and Learning Design Skills of In-Service Teachers |
4 |
| A Comparison between Two Automatic Assessment Approaches for Programming: An Empirical Study on MOOCs |
4 |
| Peer Assessment of Webpage Design: Behavioral Sequential Analysis Based on Eye Tracking Evidence |
4 |
| Patterns of Inclusion: Fostering Digital Citizenship through Hybrid Education |
4 |
| Knowledge Sharing Self-Efficacy, Motivation and Sense of Community as Predictors of Knowledge Receiving and Giving Behaviors |
4 |
| Why and How Serious Games can Become Far More Effective: Accommodating Productive Learning Experiences, Learner Motivation and the Monitoring of Learning Gains |
4 |
| User-Oriented EFL Speaking through Application and Exercise: Instant Speech Translation and Shadowing in Authentic Context |
3 |
| Using the BookRoll E-Book System to Promote Self-Regulated Learning, Self-Efficacy and Academic Achievement for University Students |
3 |
| Attitudes, Openness to Multiculturalism, and Integration of Online Collaborative Learning |
3 |
| Application of a Gamified Interactive Response System to Enhance the Intrinsic and Extrinsic Motivation, Student Engagement, and Attention of English Learners |
3 |
| Self-Regulated Learning for Web-Enhanced Control Engineering Education |
3 |
| High School Students' Views on the PBL Activities Supported via Flipped Classroom and LEGO Practices |
3 |
| Impacts of Concept Map-Based Collaborative Mobile Gaming on English Grammar Learning Performance and Behaviors |
3 |
| Exploring the Influence of Parental Involvement and Socioeconomic Status on Teen Digital Citizenship: A Path Modeling Approach |
3 |
| Utilizing Learners' Negative Ratings in Semantic Content-based Recommender System for e-Learning Forum |
3 |