Gamification refers to use technological innovations to 'gamify' learning by borrowing aspects of games courses and lessons. The idea behind gamification is…
We have previously discussed several studies that examined the use of prompts to support self-regulated learning (see Supporting self-regulated learning in a…
Learners’ motivation and learning strategies used in Massive Open Online Courses are important research areas to understand the issues and challenges that…
Pérez-Álvarez, Maldonado-Mahauad, and Pérez-Sanagustín (2018) conducted a literature review to examine tools to support self-regulated learning (SRL) in online…
Hypermedia is a type of computer–based learning environment characterized by hyperlinks that interconnect different pages. Students can navigate in a non-linear…
One of the critical factors that contributes to learning performance is the time students are actively engaged in a task (i.e., time-on-task). Therefore, in…
Learning analytics (LA) has been discussed several times in this website (click link for article on research evidence and LA taxonomy for information on this…
To understand the impact of self-regulated learning (SRL) in Massive Open Online Courses (MOOCs), Lee, Watson, and Watson (2019) conducted a systematic review…
Teachers need to know how well students are progressing in order to adjust their teaching to help students meet the learning objectives. Similarly, students can…
Although there are several studies that showed positive effects of self-testing on learning performances, Rummer, Schweppe, Gerst, and Wagner (2017) argued that…