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Fengfeng Ke; Chih-Pu Dai; Luke West; Yanjun Pan; Jiabei Xu – Journal of Educational Computing Research, 2024
Students frequently struggled with the mathematizing process -- forging connections between implicit and explicit mathematical thinking -- when solving a context-rich applied problem. The current research investigated how students interact with and leverage purposively designed "mathematizing" supports when solving applied math problems…
Descriptors: Game Based Learning, Educational Environment, Problem Solving, Mathematics Education
Zhang, Di; Hwang, Gwo-Jen – Journal of Educational Computing Research, 2023
Project-based learning (PBL) aims to foster students' problem-solving ability and collaboration by engaging them in completing a project in teams. Researchers have indicated the importance of guiding students to make comparisons and reflection during the process of project-based learning. Therefore, the present research proposed a peer…
Descriptors: Student Projects, Active Learning, Peer Evaluation, Problem Solving
Zhai, Xuesong; Xu, Jiaqi; Chen, Nian-Shing; Shen, Jun; Li, Yan; Wang, Yonggu; Chu, Xiaoyan; Zhu, Yumeng – Journal of Educational Computing Research, 2023
Affective computing (AC) has been regarded as a relevant approach to identifying online learners' mental states and predicting their learning performance. Previous research mainly used one single-source data set, typically learners' facial expression, to compute learners' affection. However, a single facial expression may represent different…
Descriptors: Affective Behavior, Nonverbal Communication, Video Technology, Online Courses
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
Lai, Ting-Ling; Lin, You-Sheng; Chou, Chi-Yin; Yueh, Hsiu-Ping – Journal of Educational Computing Research, 2022
The study aims to evaluate the effectiveness of an inquiry-based virtual reality (VR) science lab used in junior high school science classes. The "Scientific Investigation VR Lab" ("SIVRLAB") is designed for 9th-grade students to learn about electrochemical cells. It is situated in a guided problem-solving context, where…
Descriptors: Curriculum Evaluation, Inquiry, Active Learning, Electronic Learning
Sally Wu, Yu-Han; Alan Hung, Shao-Ting – Journal of Educational Computing Research, 2022
Virtual Reality (VR) has been used to enhance EFL learners' speaking skills due to its immersive and interactive features. This study thus investigated the effects of VR on elementary school students' English-speaking performance and such affective variables as their willingness to communicate (WTC) and learning autonomy. Fifty-six EFL sixth…
Descriptors: Computer Simulation, Technology Uses in Education, Electronic Learning, Elementary School Students
Meital Amzalag; Dorin Kadusi; Shimon Peretz – Journal of Educational Computing Research, 2024
Abundant research has tried to understand how games can be designed and used effectively to improve the learning process and to examine the correlations between digital learning games and student motivation, engagement, and knowledge retention. The current study examined the correlation between learning through digital game-based learning (DGBL)…
Descriptors: Learner Engagement, Academic Achievement, Game Based Learning, Electronic Learning
Elyakim, Nitzan; Reychav, Iris; Offir, Baruch; McHaney, Roger – Journal of Educational Computing Research, 2019
The current study demonstrates how blended learning using location-based mobile-learning experiences can be improved when student preparation is enhanced with techniques informed by the theory of Mediated Learning Experience (MLE). Our experiment used a sample of 216 junior-high students within the context of school field trips. Tablet computers…
Descriptors: Blended Learning, Handheld Devices, Junior High School Students, Field Trips
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
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
Zhang, Huaihao; Lin, Lijia; Zhan, Yi; Ren, Youqun – Journal of Educational Computing Research, 2016
Guided by the Interactive-Constructive-Active-Passive framework, the purpose of the study was to investigate whether teaching presence would impact online learners' passive, active, constructive, and interactive engagement behaviors. A total of 218 middle-school English teachers participated in an online professional development course.…
Descriptors: Online Courses, Electronic Learning, Teacher Role, Feedback (Response)
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
Thompson, Meredith Myra; Braude, Eric John – Journal of Educational Computing Research, 2016
The assessment of learning in large online courses requires tools that are valid, reliable, easy to administer, and can be automatically scored. We have evaluated an online assessment and learning tool called Knowledge Assembly, or Knowla. Knowla measures a student's knowledge in a particular subject by having the student assemble a set of…
Descriptors: Computer Assisted Testing, Teaching Methods, Online Courses, Critical Thinking
Murray, Melissa; Tenenbaum, Gerson – Journal of Educational Computing Research, 2010
Physical activity participation rates in the United States have been in steady decline for the last 25 years, so much so that 60% of youth ages 9-13 years get no physical activity outside of school. This state of inactivity indicates that promoting participation in physical activity at a young age is of importance. For the present study, a…
Descriptors: Control Groups, Self Efficacy, Epistemology, Physical Fitness
Doering, Aaron; Veletsianos, George; Scharber, Cassandra; Miller, Charles – Journal of Educational Computing Research, 2009
In this article we sought to understand how social studies teachers' metacognitive awareness of their technological, pedagogical, and content knowledge (TPACK) changed after their participation in a program that consisted of: (a) professional development for the use of an online learning environment; and (b) using an online learning environment in…
Descriptors: Educational Environment, Professional Development, Inquiry, Social Studies