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Suping Yi; Wayan Sintawati; Yibing Zhang – Journal of Computer Assisted Learning, 2025
Background: Natural language processing (NLP) and machine learning technologies offer significant advantages, such as facilitating the delivery of reflective feedback in collaborative learning environments while minimising technical constraints for educators related to time and location. Recently, scholars' interest in reflective feedback has…
Descriptors: Reflection, Feedback (Response), Cooperative Learning, Natural Language Processing
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Yuqin Yang; Xueqi Feng; Gaoxia Zhu; Kui Xie – Journal of Computer Assisted Learning, 2024
Background: Undergraduates' collective epistemic agency is critical for their productive collaborative inquiry and knowledge building (KB). However, fostering undergraduates' collective epistemic agency is challenging. Studies have demonstrated the potential of computer-supported collaborative inquiry approaches, such as KB--the focus of this…
Descriptors: Undergraduate Students, Cooperative Learning, Epistemology, Inquiry
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Vanessa Echeverria; Gloria Fernandez Nieto; Linxuan Zhao; Evelyn Palominos; Namrata Srivastava; Dragan Gaševic; Viktoria Pammer-Schindler; Roberto Martinez-Maldonado – Journal of Computer Assisted Learning, 2025
Background: Dashboards play a prominent role in learning analytics (LA) research. In collaboration activities, dashboards can show traces of team participation. They are often evaluated based on students' perceived satisfaction and engagement with the dashboard. However, there is a notable methodological gap in understanding how these dashboards…
Descriptors: Learning Analytics, Educational Technology, Student Attitudes, Reflection
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Hans G. K. Hummel; Rob Nadolski; Hugo Huurdeman; Giel van Lankveld; Konstantinos Georgiadis; Aad Slootmaker; Hub Kurvers; Mick Hummel; Petra Neessen; Johan van den Boomen; Ron Pat-El; Julia Fischmann – Journal of Computer Assisted Learning, 2024
Background: Complex skills, like analytical thinking, are essential in preparing students for future professions. Serious games hold potential to stimulate the online acquisition of such professional skills in an active and experiential way. Objective: Rubrics are proven assessment and evaluation instruments, but were never directly integrated…
Descriptors: Game Based Learning, Scoring Rubrics, Educational Games, Computer Simulation
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Timothy Gallagher; Bert Slof; Marieke van der Schaaf; Ryo Toyoda; Yusra Tehreem; Sofia Garcia Fracaro; Liesbeth Kester – Journal of Computer Assisted Learning, 2024
Background: The potential of learning analytics dashboards in virtual reality simulation-based training environments to influence occupational self-efficacy via self-reflection phase processes in the Chemical industry is still not fully understood. Learning analytics dashboards provide feedback on learner performance and offer points of comparison…
Descriptors: Learning Analytics, Self Efficacy, Reflection, Chemistry
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Josef Šedlbauer; Jan Cincera; Martin Slavík; Adéla Hartlová – Journal of Computer Assisted Learning, 2024
Background: The emergence of Generative Artificial Intelligence has brought a number of ethical and practical issues to higher education. Solid experimental evidence is yet inadequate to set the functional rules for the new technology. Objectives: The objective of this study is to analyse the experience of undergraduate students' interaction with…
Descriptors: Artificial Intelligence, Higher Education, Undergraduate Students, Interaction
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Tingting Wang; Alejandra Ruiz-Segura; Shan Li; Susanne P. Lajoie – Journal of Computer Assisted Learning, 2024
Background: Scholars have confirmed the vital roles of self-regulated learning (SRL) behaviours in predicting task performance, especially within non-linear technology-rich learning environments (TREs). However, few studies focused on the learning costs (e.g., study effort and time-on-task) related to SRL and the efficiency outcome of SRL (i.e.,…
Descriptors: Problem Solving, Educational Environment, Efficiency, Student Behavior
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Yueh-Min Huang; Wei-Sheng Wang; Hsin-Yu Lee; Chia-Ju Lin; Ting-Ting Wu – Journal of Computer Assisted Learning, 2024
Background: Virtual reality (VR) offers significant potential for hands-on learning environments by providing immersive and visually stimulating experiences. Interacting with such environments can bring numerous benefits to learning, including enhanced engagement, knowledge construction, and higher-order thinking. However, many current VR studies…
Descriptors: Computer Simulation, Feedback (Response), Reflection, Experiential Learning