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Stephanie L. Day; Jin Kyoung Hwang; Tracy Arner; Danielle S. McNamara; Carol M. Connor – Journal of Computer Assisted Learning, 2025
Background: The affordances of technology, such as e-books, offer the opportunity to increase engagement and provide personalised feedback to promote students' learning outcomes. E-books that encourage the use of comprehension monitoring strategies in real time may support stronger outcomes. Objectives: The purpose of this feasibility study was to…
Descriptors: Electronic Books, Reading Comprehension, Word Recognition, Elementary School Students
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Patel, Nirmal; Nagpal, Pooja; Shah, Tirth; Sharma, Aditya; Malvi, Shrey; Lomas, Derek – Journal of Computer Assisted Learning, 2023
Background: Readability metrics provide us with an objective and efficient way to assess the quality of educational texts. We can use the readability measures for finding assessment items that are difficult to read for a given grade level. Hard-to-read math word problems can put some students at a disadvantage if they are behind in their literacy…
Descriptors: Mathematics Tests, Readability, Word Problems (Mathematics), Mathematics Achievement
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Jiang, Shan; Wong, Gary K. W. – Journal of Computer Assisted Learning, 2022
Over the past decade, the call to foster computational thinking (CT) in every child has received considerable attention. However, there is little understanding of whether children are developmentally ready to think computationally and what specific CT concepts and skills can be developed at various ages. This study explored the developmental and…
Descriptors: Age Differences, Gender Differences, Thinking Skills, Computation
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Dhvani Toprani; Marcela Borge – Journal of Computer Assisted Learning, 2025
Background: In this paper, we extend findings from previous iterations of a design-based project called ThinkerSpaces design studios that promotes human-centred design among children. ThinkerSpaces design studios is a play-based afterschool club that follows principles of embedded design by prioritising learner agency, exploration and ongoing…
Descriptors: Children, After School Programs, Play, Technology Uses in Education
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Merve Aydin; Ünal Çakiroglu – Journal of Computer Assisted Learning, 2025
Background: Students experience higher-order thinking skills by finding ways to solve the problem, debugging errors while applying the solution, and testing the solution in programming. However, the inability to create schemas that will characterise programming structures is one of the difficulties during this process. Objectives: This study aimed…
Descriptors: Programming, Computer Science Education, Thinking Skills, Problem Solving
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Amy Hutchison; Qi Si; Jamie Colwell; Erdogan Kaya; Eileen Jakeway; Brittany Miller; Kristie Gutierrez; Kelly Regan; Anna Evmenova – Journal of Computer Assisted Learning, 2025
Background: In recent years, computer science education has emerged as a necessary part of school curricula for students of all ages. With such momentum in this direction, it is essential that program designers, educators, and researchers ensure that computer science education is designed to be inclusive, effective, and engaging for all students.…
Descriptors: Coding, Instruction, Scaffolding (Teaching Technique), Literacy
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Yang, Jie Chi; Kuo, Wen-Chi – Journal of Computer Assisted Learning, 2022
Background: Digital game-based learning (DGBL) has been shown to be an effective strategy for promoting learning motivation. However, a lack of attention has been paid to investigating the effects of individual differences on elementary students' reading motivation and in-gaming achievements in DGBL. Objectives: This study developed an educational…
Descriptors: Grade 3, Grade 4, Grade 5, Elementary School Students
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Lu Zhang; Yue Lei; Tim Pelton; Leslee Francis Pelton; Junjie Shang – Journal of Computer Assisted Learning, 2024
Background: Digital game-based learning (DGBL) has the potential to provide a gender inclusive learning environment for children. Objective: The present study aimed to explore gendered differences among primary school learners in grades three, four, and five within the context of game-based fraction learning from cognitive, motivational and…
Descriptors: Gender Differences, Game Based Learning, Mathematics Education, Electronic Learning
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Denham, A. R. – Journal of Computer Assisted Learning, 2015
There has been a steady rise in the support for games as learning environments. This support is largely based on the strong levels of engagement and motivation observed during gameplay. What has proven difficult is the ability to consistently design and develop learning games that are both engaging and educationally viable. Those in the game-based…
Descriptors: Educational Games, Instructional Design, Elementary School Students, Grade 4
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Ghanaat Pisheh, Etrat AlZahra; NejatyJahromy, Yaser; Gargari, Rahim Badri; Hashemi, Touraj; Fathi-Azar, Eskandar – Journal of Computer Assisted Learning, 2019
The effect of the implementation of student response systems (SRSs) in teaching on the critical thinking (CT) of young students was investigated. The study benefited from a quasi-experimental design and a pretest/posttest set-up. Subjects consisted of 156 K-8 students in Tehran during 2016-2017, selected through a multistage cluster sampling, and…
Descriptors: Audience Response Systems, Handheld Devices, Educational Technology, Elementary Education
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Tanimoto, S.; Thompson, R.; Berninger, V. W.; Nagy, W.; Abbott, R. D. – Journal of Computer Assisted Learning, 2015
Computer scientists and educational researchers evaluated effectiveness of computerized instruction tailored to evidence-based impairments in specific learning disabilities (SLDs) in students in grades 4-9 with persisting SLDs despite prior extra help. Following comprehensive, evidence-based differential diagnosis for dysgraphia (impaired…
Descriptors: Grade 4, Grade 5, Grade 6, Grade 8