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Yueru Lang; Shaoying Gong; Xiangen Hu; Boyuan Xiao; Yanqing Wang; Tiantian Jiang – Journal of Educational Computing Research, 2024
The present research conducted two experiments with an intelligent tutoring system to investigate the overall and dynamic impact of emotional support from a pedagogical agent (PA). In Experiment 1, a single factor intergroup design was used to explore the impact of PA's emotional support (supportive vs. non-supportive) on learners' emotions,…
Descriptors: Psychological Patterns, Learning Strategies, Multimedia Instruction, Multimedia Materials
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Fangzheng Zhao; Richard E. Mayer; Nicoletta Adamo-Villani; Christos Mousas; Minsoo Choi; Klay Hauser – Journal of Educational Computing Research, 2025
Do students learn from video lessons presented by pedagogical agents of different racial and gender types equivalently to those delivered by a real human instructor? How do the race and gender of these agents impact students' learning experiences and outcomes? In this between-subject design study, college students were randomly assigned to view a…
Descriptors: Multimedia Instruction, Race, Sex, Learning Experience
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Alyssa P. Lawson; Richard E. Mayer – Journal of Educational Computing Research, 2024
In multimedia learning, there is a lot of new information that learners are exposed to, making it a cognitively intensive process. Poorly-designed multimedia lessons can introduce distractions that must be dealt with by the learner. However, learners do not all share the same skill at managing incoming information or holding capacity, which could…
Descriptors: Individual Differences, Executive Function, Multimedia Instruction, Attention Control
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Pan, Yanjun; Ke, Fengfeng; Dai, Chih-Pu – Journal of Educational Computing Research, 2023
Although prior research has highlighted the significance of representations for mathematical learning, there is still a lack of research on how students use multimodal external representations (MERs) to solve mathematical tasks in digital game-based learning (DGBL) environments. This exploratory study was to examine the salient patterns problem…
Descriptors: Multimedia Instruction, Game Based Learning, Video Games, Mathematics Activities
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Wang, Xue; Mayer, Richard E.; Han, Meiqi; Zhang, Lei – Journal of Educational Computing Research, 2023
This study examined the impacts of adding emotional design features to a multimedia lesson (color alone, anthropomorphism alone, or color & anthropomorphism together) on college students' affective processes (measured by ratings of experienced emotion during learning), cognitive processes (measured by eye-tracking metrics), and learning…
Descriptors: Psychological Patterns, Multimedia Instruction, College Students, Cognitive Processes
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Cheng, Li; Pastore, Raymond; Ritzhaupt, Albert D. – Journal of Educational Computing Research, 2022
With the explosion of multimedia learning environments and the use of digital time-compression algorithms in common software and hardware, we need guidance on how to use this technology without sacrificing quality and learning outcomes. The purpose of the meta-analysis is to examine the existing empirical research literature to derive an overall…
Descriptors: Meta Analysis, Multimedia Instruction, Teaching Methods, Feedback (Response)
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Ba, Shen; Stein, David; Liu, Qingtang; Long, Taotao; Xie, Kui; Wu, Linjing – Journal of Educational Computing Research, 2021
Despite the continuous emphasis on emotion in multimedia learning, it was still unclear how pedagogical agent emotional cues might affect learning. In the present study, a between-subjects experiment was performed to examine the effects of a pedagogical agent with dual-channel emotional cues on learners' emotions, cognitive load, and knowledge…
Descriptors: Cognitive Ability, Transfer of Training, Teaching Methods, Multimedia Instruction
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Liu, Yi-Fan; Hwang, Wu-Yuin; Liu, Zi-Yan – Journal of Educational Computing Research, 2021
Teaching English in a classroom setting where EFL learners were usually sitting at desks and doing English learning tasks using paper and pencil is inefficient. It has considerable potential problems that could lead to students learning in a passive state. More specifically, the teaching materials are inconsistent with students' authentic…
Descriptors: Electronic Learning, Handheld Devices, Dramatic Play, Authentic Learning