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Lee, Hsin-Yu; Cheng, Yu-Ping; Wang, Wei-Sheng; Lin, Chia-Ju; Huang, Yueh-Min – Journal of Educational Computing Research, 2023
Given the inadequacy of assessed outcomes (e.g., final exam) and the importance of evaluating the learning process in STEM education, we use deep learning to develop the STEM learning behavior analysis system (SLBAS) to assess the behavior of learners in STEM education. We map learner behavior to the ICAP (interactive, constructive, active,…
Descriptors: Learning Processes, Instructional Effectiveness, STEM Education, Student Behavior
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Qing Yu; Kun Yu; Baomin Li – Journal of Educational Computing Research, 2025
Computer programming is regarded as an important skill for the future. However, many K-12 students face challenges and difficulties in learning traditional text-based programming. Block-based visual programming (BVP) can reduce the difficulty of learning programming and is seen as a potential programming education tool. Nevertheless, the effects…
Descriptors: Programming, Computer Science Education, Visual Aids, Outcomes of Education
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Kesler, Avital; Shamir-Inbal, Tamar; Blau, Ina – Journal of Educational Computing Research, 2022
The integration of visual programming in early formal education has been found to promote computational thinking of students. Teachers' intuitive perspectives about optimal learning processes -- "folk psychology" -- impact their perspectives about teaching "folk pedagogy" and play a significant role in integrating educational…
Descriptors: Programming, Coding, Constructivism (Learning), Intuition
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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
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Chen, Yu-Chi; Hou, Huei-Tse; Wu, Chang-Hsin – Journal of Educational Computing Research, 2023
A scaffolding-based mind tool was designed to allow teachers to easily create lesson plans for in-class gamified activities and to embed various scaffoldings in the lesson plan design. The purpose of this study was to investigate the learning outcomes of a scaffolding-based mind tool integrated with gamified learning activities applied to a…
Descriptors: Scaffolding (Teaching Technique), Teaching Methods, Game Based Learning, Instructional Effectiveness
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Huang, Chiao Ling; Luo, Yi Fang; Yang, Shu Ching; Lu, Chia Mei; Chen, An-Sing – Journal of Educational Computing Research, 2020
The purpose of this study was to investigate the relationship among Taiwanese high school students' learning style, sense of presence, cognitive load, and affective and cognitive learning outcomes in an immersive virtual reality-based learning environment. This study used a teaching experiment intervention method. Seventy-seven students…
Descriptors: Cognitive Style, Difficulty Level, Outcomes of Education, Virtual Classrooms
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Song, Yu; Lei, Shunwei; Hao, Tianyong; Lan, Zixin; Ding, Ying – Journal of Educational Computing Research, 2021
Due to benefits for teaching and learning, an increasing number of studies have focused on classroom dialogue and how to make it productive. Coding, in which the transcribed conversation is allocated to a set of features, is commonly employed to deal with the textual data arising from this dialogue. This is generally done manually and cannot…
Descriptors: Semantics, Classification, Classroom Communication, Dialogs (Language)
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Zhong, Baichang; Si, Qiuju – Journal of Educational Computing Research, 2021
Studies have indicated the importance of scaffolding in the problem-solving process, as well as the potential of integrating learning content into the troubleshooting tasks. However, few have explored in depth the learning process during troubleshooting via scaffolds while also taking students' cognitive load into account. To address this issue,…
Descriptors: Troubleshooting, Scaffolding (Teaching Technique), Instructional Effectiveness, Difficulty Level
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Zhong, Baichang; Li, Tingting – Journal of Educational Computing Research, 2020
In Robotics Education (RE), the hands-on experience with troubleshooting problems is seen as a good catalyst to enhance the participants' problem-solving skills. Based on the pedagogical technique of collaborative learning and pair programming, pair learning is an emerging and potential method in RE, which means that students collaborate in pairs…
Descriptors: Robotics, Troubleshooting, Problem Solving, Teaching Methods
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Pellas, Nikolaos; Peroutseas, Efstratios – Journal of Educational Computing Research, 2016
While pedagogical and technological affordances of three-dimensional (3D) multiuser virtual worlds in various educational disciplines are largely well-known, a study about their effect on high school students' engagement in introductory programming courses is still lacking. This case study presents students' opinions about their participation in a…
Descriptors: High School Students, Educational Games, Computer Simulation, Simulated Environment
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Greene, Jeffrey Alan; Azevedo, Roger – Journal of Educational Computing Research, 2007
This study examined 148 adolescents' use of self-regulated learning (SRL) processes when learning about the circulatory system using hypermedia. We examined participants' verbal protocols to determine the relationship between SRL processes and qualitative shifts in students' mental models from pretest to posttest. Results indicated that…
Descriptors: Adolescents, Middle School Students, High School Students, Self Management