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Meina Zhu – Journal of Computer Assisted Learning, 2025
Background: Computer programming learning and education play a critical role in preparing a workforce equipped with the necessary skills for diverse fields. ChatGPT and YouTube are technologies that support self-directed programming learning. Objectives: This study aims to examine the sentiments and primary topics discussed in YouTube comments…
Descriptors: Computer Science Education, Programming, Social Media, Video Technology
Chengliang Wang; Xiaojiao Chen; Zhebing Hu; Sheng Jin; Xiaoqing Gu – Journal of Computer Assisted Learning, 2025
Background: ChatGPT, as a cutting-edge technology in education, is set to significantly transform the educational landscape, raising concerns about technological ethics and educational equity. Existing studies have not fully explored learners' intentions to adopt artificial intelligence generated content (AIGC) technology, highlighting the need…
Descriptors: College Students, Student Attitudes, Computer Attitudes, Computer Uses in Education
Dana Kube; Sebastian Gombert; Brigitte Suter; Joshua Weidlich; Karel Kreijns; Hendrik Drachsler – Journal of Computer Assisted Learning, 2024
Background: Gender stereotypes about women and men are prevalent in computer science (CS). The study's goal was to investigate the role of gender bias in computer-supported collaborative learning (CSCL) in a CS context by elaborating on gendered experiences in the perception of individual and team performance in mixed-gender teams in a hackathon.…
Descriptors: Cooperative Learning, Computer Assisted Instruction, Gender Issues, Learning Activities
Rustam Shadiev; Xuan Chen; Fahriye Altinay – Journal of Computer Assisted Learning, 2024
Background: Our study analysed 46 articles on computer-aided translation (CAT) and its educational uses. We explored two main areas: CAT technologies in learning and teaching, and the research methodologies of these studies. Objectives: Our review covered the types of CAT technologies used, their applications in different learning settings,…
Descriptors: Translation, College Students, Computer Assisted Instruction, Computer Software Evaluation
Ying-Lien Lin; Hann-Jang Huang; Wei-Tsong Wang – Journal of Computer Assisted Learning, 2025
Background: Goal orientations (GO) are influential achievement goals in predicting achievement motivation and effectiveness. However, few studies have paid specific attention to investigating the effects of GO on learning achievement in the area of business management education. Objectives: This study developed a business simulation game system…
Descriptors: Goal Orientation, Academic Achievement, Computer Simulation, Animation
Burç Çeken; Nazim Taskin – Journal of Computer Assisted Learning, 2025
Background: Multimedia learning, encapsulating both visual and verbal information, has become pivotal in educational settings, with extensive research underscoring its influence. However, a notable research gap exists concerning the application and effectiveness of multimedia learning principles, precisely segmenting, pre-training and modality,…
Descriptors: Multimedia Instruction, Computer Simulation, Educational Environment, Instructional Effectiveness
Radovan Šikl; Karla Brücknerová; Hana Švedová; Filip Dechterenko; Pavel Ugwitz; Jirí Chmelík; Hana Pokorná; Vojtech Jurík – Journal of Computer Assisted Learning, 2024
Introduction: Media comparison studies examining the effectiveness of immersive virtual reality in education have yielded inconclusive findings, leaving the question of its impact on learning compared to conventional media unanswered. To address this issue, our study employs a novel approach that combines media comparison with an investigation on…
Descriptors: Computer Simulation, Educational Technology, Secondary School Students, Topography
Yanqing Wang; Shaoying Gong; Ning Jia; Ying Liu – Journal of Computer Assisted Learning, 2025
Background: Online learning is becoming increasingly popular among learners. To enhance the effectiveness of online learning, researchers have embedded an affective pedagogical agent (PA) on the computer screen to help regulate learners' emotions and support their learning. However, previous research has paid little attention to the effects of…
Descriptors: Metacognition, Prompting, Electronic Learning, Computer Uses in Education
Venus Chan – Journal of Computer Assisted Learning, 2025
Background: Technology advancement changes not only interpreting practices but also its pedagogy, which has long been criticised for lacking authenticity in/out-of-classroom practices. Objective: This empirical research aims to develop a mobile-assisted language learning application powered by extended reality (XR). Shortened as 'XR MALL', this…
Descriptors: Computer Simulation, Computer Assisted Instruction, Second Language Learning, Translation
Yang Jiang; Beata Beigman Klebanov; Jiangang Hao; Paul Deane; Oren E. Livne – Journal of Computer Assisted Learning, 2025
Background: Writing is integral to educational success at all levels and to success in the workplace. However, low literacy is a global challenge, and many students lack sufficient skills to be good writers. With the rapid advance of technology, computer-based tools that provide automated feedback are being increasingly developed. However, mixed…
Descriptors: Feedback (Response), Writing Evaluation, Middle School Students, High School Students
Jana Gonnermann-Müller; Jule M. Krüger – Journal of Computer Assisted Learning, 2025
Background: Despite the numerous positive effects of augmented reality (AR) on learning, previous research has shown ambiguous results regarding the cognitive demand on the learner arising from, for example, the overlay of virtual elements or novel interaction techniques. At the same time, the number of evidence-based guidelines on designing AR is…
Descriptors: Computer Simulation, Computer Assisted Design, Difficulty Level, Cognitive Processes
Bérénice Lemoine; Pierre Laforcade; Sébastien George – Journal of Computer Assisted Learning, 2025
Background: Training the memorization of declarative knowledge requires the repetitive presentation of various forms of factual questions to learners. Educational games designed for this purpose should offer activities that are both tailored to individual learners and varied to prevent boredom. Whilst the Technology-Enhanced Learning (TEL)…
Descriptors: Educational Games, Design, Computer Science Education, Training
Juming Jiang; Luke K. Fryer – Journal of Computer Assisted Learning, 2024
Background: The COVID-19 pandemic has greatly impacted education, necessitating alternative methods to traditional face-to-face teaching. This dramatic change, in tandem with increasing awareness of the metaverse--a virtual reality (VR) world wherein humanity might learn, work and socialise--has made a clear need for a better understanding of the…
Descriptors: Computer Simulation, Computer Uses in Education, Influence of Technology, Learning Motivation
Ronald L. Reyes; Kristina P. Isleta; Jennifer D. Regala; Daisy Mae R. Bialba – Journal of Computer Assisted Learning, 2024
Background: The adoption of virtual laboratories (VLs) has experienced a significant surge, catalysed by the global changes in the educational landscape, notably influenced by the COVID-19 pandemic. Originally supplementary to traditional in-person laboratory experiments, VLs swiftly transitioned into a primary source of hands-on laboratory…
Descriptors: Science Laboratories, Computer Simulation, Educational Technology, Science Instruction
Aidan Doyle; Pragnya Sridhar; Arav Agarwal; Jaromir Savelka; Majd Sakr – Journal of Computer Assisted Learning, 2025
Background: In computing education, educators are constantly faced with the challenge of developing new curricula, including learning objectives (LOs), while ensuring that existing courses remain relevant. Large language models (LLMs) were shown to successfully generate a wide spectrum of natural language artefacts in computing education.…
Descriptors: Computer Science Education, Artificial Intelligence, Learning Objectives, Curriculum Development

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