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Cynthia Y. Delgado; Richard E. Mayer – Journal of Educational Computing Research, 2025
This study examined whether answering focused explanative questions during pauses in an immersive virtual reality (IVR) lesson on pipetting procedures could enhance learning. The goal was to take a generative learning activity, known to be effective for declarative knowledge with conventional media, to the context of procedural knowledge with…
Descriptors: Computer Simulation, Computer Uses in Education, Laboratory Procedures, Learning Activities
Jyoti Shaha; Vishwas Badhe; Ramkumar Rajendran – International Association for Development of the Information Society, 2024
Metacognitive strategies play a crucial role in Computer-Based Learning Environments (CBLEs). However, students often struggle to apply these strategies spontaneously during learning. Research demonstrates that metacognitive prompts can effectively guide students' awareness and help them monitor their learning progress, leading to improved…
Descriptors: Metacognition, Electronic Equipment, Problem Solving, Computer Uses in Education
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
Asma Almusharraf; Hassan Saleh Mahdi; Haifa Al-Nofaie; Amal Aljasser – Journal of Computer Assisted Learning, 2024
Background study: Computer-assisted pronunciation training (CAPT) has emerged as an important resource for second language (L2) pronunciation learning. CAPT offers diverse opportunities for learners to master L2 pronunciation with the help of authentic learning activities in multiple contexts. Objectives: This study presents a comprehensive…
Descriptors: Computer Assisted Instruction, Pronunciation Instruction, Second Language Learning, Second Language Instruction
Qi Zhou; Wannapon Suraworachet; Mutlu Cukurova – Education and Information Technologies, 2024
Collaboration is argued to be an important skill, not only in schools and higher education contexts but also in the workspace and other aspects of life. However, simply asking students to work together as a group on a task does not guarantee success in collaboration. Effective collaborative learning requires meaningful interactions among…
Descriptors: Learning Analytics, Cooperative Learning, Nonverbal Communication, Speech Communication
Riana Wadtan; Thanongsak Sovajassatakul; Kanyarat Sriwisathiyakun – Cogent Education, 2024
Previously, we described a Team-Based Ubiquitous Learning Model on Cloud Platform Model (PITTA Model). In this paper, we aimed to demonstrate the value of this model by compare learning achievement and creative problem-solving ability using the PITTA model of learning, compare between experimental group and control group by The Randomized…
Descriptors: Cooperative Learning, Problem Based Learning, Problem Solving, Academic Achievement
Tuire Oittinen – Classroom Discourse, 2024
This paper investigates the accomplishment of highlighting in multiparty video-mediated learning activities. The focus is on moments of screen sharing and the verbal, embodied, and digital resources participants deploy to draw joint attention to a referent on screen. Drawing on screen recorded data (90 h) from an adult education setting (i.e.…
Descriptors: Video Technology, Adult Education, Learning Activities, Attention
Marja-Leena Rönkkö; Juli-Anna Aerila; Tuula Stenius – Design and Technology Education, 2025
This study explores humour's role in a holistic craft process when 7-8-year-olds design personalised soft toys. Humour enhances learning environments by fostering joy, belonging and a positive atmosphere, acting as a motivational tool in experiential and arts-based learning. The study aims to answer the following questions: (1) What are the…
Descriptors: Humor, Toys, Handicrafts, Young Children
Umit Aslan; Michael Horn; Uri Wilensky – Science Education, 2024
Science educators are integrating more and more computational thinking (CT) activities into their curricula. Proponents of CT offer two motivations: familiarizing students with a realistic depiction of the computational nature of modern scientific practices and encouraging more students from underrepresented backgrounds to pursue careers in…
Descriptors: Learner Engagement, Mental Computation, Secondary School Science, Minority Group Students