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Showing 1 to 15 of 23 results Save | Export
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Hershkovitz, Arnon; Tabach, Michal; Cohen, Anat – Journal of Educational Computing Research, 2022
In a large-scale quantitative study that adopted a learning analytics approach, we searched for associations between students' activity in a game-based online mathematics learning environment and their mathematics achievements on a national standardized test. Students were active in the environment throughout the school year, and particularly…
Descriptors: Electronic Learning, Learning Activities, Mathematics Achievement, Elementary School Students
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Chen-Chung Liu; Wan-Jun Chen; Fang-ying Lo; Chia-Hui Chang; Hung-Ming Lin – Journal of Educational Computing Research, 2024
Reading requires appropriate strategies to spark initial interest and sustain engagement. One promising strategy is the pedagogical approach of learning-by-teaching, transforming learners into active participants. Integrating this approach into digitalized and individualized reading contexts has the potential to foster the development of young…
Descriptors: Reading Interests, Active Learning, Intelligent Tutoring Systems, Artificial Intelligence
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Ali Alqarni – Journal of Educational Computing Research, 2025
This study examined the effect of gamification on visual programming and computational thinking skills among primary school students, aiming to investigate how gamified learning environments enhance cognitive skill development and conceptual integration compared to traditional teaching methods. A quasi-experimental design was employed, involving…
Descriptors: Thinking Skills, Game Based Learning, Achievement Tests, Teaching Methods
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Taylor, Kellie; Baek, Youngkyun – Journal of Educational Computing Research, 2018
The purpose of this study was to determine what collaborative interventions produce positive effects for students working on collaborative robotics projects for science process skills, collaborative problem-solving, and learning motivation. In addition, the study examined the impact students' prior robotics experience had on science process…
Descriptors: Cooperative Learning, Robotics, Problem Solving, Learning Motivation
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Zhang, Hao; Hwang, Wu-Yuin; Tseng, Shih-Ying; Chen, Holly S. L. – Journal of Educational Computing Research, 2019
Contextual learning has been recognized as an important method for English as a Foreign Language (EFL) learning and drama was also usually employed to be a good activity for EFL learning which guided learners to interact and use body language to practice English. However, there were few studies to consider both drama and authentic contexts…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Drama
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Zhong, Baichang; Liu, Xiaofan; Huang, Yu – Journal of Educational Computing Research, 2023
Robotics Education (RE) is viewed as a tool to narrow the gender gap in STEM fields, especially for promoting girls' learning. As an emerging and potential model in RE, Pair Learning (PL) is different from Individual Learning (IL), which is impacted by many factors. Among them, social factors need to be further explored. Therefore, this study…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Control Groups
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Eden, Sigal; Shmila, Livnat – Journal of Educational Computing Research, 2023
The study investigates the effect of hybrid technology (HT), which combine physical objects and virtual effects, on learning receptive-vocabulary in English as a foreign-language (EFL) among students with dyslexia. Participants included 106 students aged 9-12. The students with dyslexia were randomly divided into intervention groups that used…
Descriptors: Educational Technology, Blended Learning, Receptive Language, Vocabulary Development
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Wang, Xiao-Ming; Wang, Shi-Man; Wang, Jia-Ni; Hwang, Gwo-Jen; Xu, Su – Journal of Educational Computing Research, 2023
At present, environmental issues are of concern to all countries, especially for developing countries, and education on waste sorting is urgent. However, it remains a challenge to improve students' learning achievement and engagement in environmental education. Researchers have pointed out the potential of digital games for promoting students'…
Descriptors: Environmental Education, Game Based Learning, Video Games, Program Effectiveness
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Stewart, William H.; Baek, Youngkyun; Kwid, Gina; Taylor, Kellie – Journal of Educational Computing Research, 2021
Recently educational robotics has expanded into curriculum beyond traditional STEM fields, and which can also be used to foster computational thinking (CT) skills. Prior research has shown numerous interdisciplinary benefits related to CT, however, these influential factors have often been investigated with relatively few variables. This study…
Descriptors: Thinking Skills, Problem Solving, Computation, Elementary School Students
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Wang, Cixiao; Le, Huixiao – Journal of Educational Computing Research, 2022
In collaborative learning, the intuition "the more device, the merrier" is somehow widely acknowledged, but little research has investigated the relationship between device-student ratio and the learning outcome. This study aims to investigate not only the main effect of different device-student ratio, also to identify the moderators in…
Descriptors: Cooperative Learning, Access to Computers, Technology Uses in Education, Educational Technology
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Wu, Shu-Fen; Lu, Yu-Ling; Lien, Chi-Jui – Journal of Educational Computing Research, 2021
Previous studies measured flow states using students' self-reported experiences, resulting in issues regarding nonobjective and nonreal-time data. Thus, this study used an electroencephalogram (EEG) to measure the EEG-detected real-time flow states (EEG-Fs) of 30 students from the 4th and 5th grades. Their EEG measurements, self-reported…
Descriptors: Brain Hemisphere Functions, Diagnostic Tests, Student Attitudes, Grade 4
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Lu, Yu-Ling; Lien, Chi-Jui – Journal of Educational Computing Research, 2020
As game-based learning continues to draw attention, students' perceptions toward classroom activities are vital in influencing the quality of learning. This study used the social cognitive theory to show the perception traits of learning and playing in game-based environments and for students to identify their self-efficacy toward game-based…
Descriptors: Game Based Learning, Self Efficacy, Student Attitudes, Personality Traits
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Zheng, Binbin; Warschauer, Mark – Journal of Educational Computing Research, 2019
This study examined the synchronous computer-mediated communication of 48 fifth-grade students and their teachers in a public school for large numbers of English learners during a school year. We collected all participants' discussion threads in the first 2 months and last 2 months of the year-long activity. Students' language complexity was…
Descriptors: Elementary School Students, Synchronous Communication, Grade 5, Public Schools
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Nielen, Thijs M. J.; Smith, Glenn G.; Sikkema-de Jong, Maria T.; Drobisz, Jack; van Horne, Bill; Bus, Adriana G. – Journal of Educational Computing Research, 2018
In this digital era, a fundamental challenge is to design digital reading materials in such a way that they improve children's reading skills. Since reading books is challenging for many fifth graders--particularly for those genetically susceptible to attention problems--the researchers hypothesized that guidance from a digital Pedagogical Agent…
Descriptors: Grade 5, Reading Motivation, Incidental Learning, Vocabulary
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Shamir-Inbal, Tamar; Blau, Ina – Journal of Educational Computing Research, 2016
This article investigates a pilot of integrating tablet computers in the elementary education. The research questions address the impact of tablet integration on learning and pedagogy. This qualitative case study crosschecks non-participated observations on students who work with tablet PCs, the school staff reflection on the integration as…
Descriptors: Electronic Learning, Handheld Devices, Technology Uses in Education, Educational Technology
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