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Showing 1 to 15 of 51 results Save | Export
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Enzo Simonnet; Mathieu Loiseau; Élise Lavoué – Journal of Computer Assisted Learning, 2025
Background: Vocabulary learning is an essential dimension of foreign language learning. The learners have a huge responsibility in this task. Among other factors, time constraints and an overall lack of maintained motivation on the part of students makes it especially challenging. Consequently, improving vocabulary learning requires strategies to…
Descriptors: Vocabulary Skills, Technology Uses in Education, Educational Technology, Motivation
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Ranieri, Maria; Luzzi, Damiana; Cuomo, Stefano; Bruni, Isabella – Journal of Computer Assisted Learning, 2022
Background: Over recent years, interest towards the use of immersive technologies has grown in parallel with the lowering of equipment costs: educators have started embedding them into their teaching practices at different levels of the educational system, from primary school to higher education. In general, immersive technologies are seen as…
Descriptors: Educational Technology, Video Technology, Technology Uses in Education, Transfer of Training
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Yuhui Jing; Chengliang Wang; Zhaoyi Chen; Shusheng Shen; Rustam Shadiev – Journal of Computer Assisted Learning, 2024
Background Study: Technology-supported learning environments, act as significant observational and enabling indicators for evaluating and encouraging the digital revolution of education, are of vital importance in current educational research. Keeping track of the dynamics of technology-supported learning environment research allows for the…
Descriptors: Educational Technology, Technology Uses in Education, Educational Environment, Educational Research
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Lung-Hsiang Wong; Hyejin Park; Chee-Kit Looi – Journal of Computer Assisted Learning, 2024
Background: The emergence of ChatGPT in the education literature represents a transformative phase in educational technology research, marked by a surge in publications driven by initial research interest in new topics and media hype. While these publications highlight ChatGPT's potential in education, concerns arise regarding their quality,…
Descriptors: Bibliometrics, Artificial Intelligence, Computer Software, Citations (References)
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Buchner, Josef; Buntins, Katja; Kerres, Michael – Journal of Computer Assisted Learning, 2022
Background: Previous studies on augmented reality-enriched learning and training indicated conflicting results regarding the cognitive load involved: some authors report that AR can reduce cognitive load, others have shown that AR is perceived as cognitively demanding and can lead to poorer performance. Objectives: The aim of this study is to…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Difficulty Level
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Guo, Lin – Journal of Computer Assisted Learning, 2022
Background: It has been assumed that prompting students to plan, monitor and evaluate their learning process could stimulate strategy use and thereby improve learning outcomes. Objectives: This study aimed to examine the effects of metacognitive prompts on students' self-regulated learning (SRL) and learning outcomes in the context of…
Descriptors: Metacognition, Independent Study, Learning Processes, Outcomes of Education
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Xu, Wei; Dai, Taotao; Shen, Zhiyi – Journal of Computer Assisted Learning, 2022
Background: Many researchers have explored the impact of various technologies in museums on learning effects. Whether the application of technology in informal museum learning is effective, is the current issue that scholars pay more attention to. Objectives: This study will find the evidence to determine the effects of technology use on museum…
Descriptors: Effect Size, Meta Analysis, Network Analysis, Museums
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Leavy, Aisling; Dick, Lara; Meletiou-Mavrotheris, Maria; Paparistodemou, Efi; Stylianou, Elena – Journal of Computer Assisted Learning, 2023
Background: The advent of new and emerging technologies and industries has highlighted the need to equip youth with a unique skillset necessary to cope with a rapidly changing and complex digital era and adapt to modern societies' demands. This need has led to the development of teaching approaches to equip students with creative and innovative…
Descriptors: STEM Education, Art Education, Educational Technology, Elementary Secondary Education
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Zhihui Cai; Xin Zhang; Caiyan Liu; Jieni Zhan – Journal of Computer Assisted Learning, 2025
Background: Problem-solving ability is an important skill for students to develop in the 21st century. Many previous studies have focused on the impact of diverse digital educational games on problem-solving ability. However, there is inconsistency in the findings, with some studies reporting positive effects of digital game-based learning (DGBL)…
Descriptors: Game Based Learning, Video Games, Problem Solving, 21st Century Skills
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Li, Wenhao; Qian, Li; Feng, Qinna; Luo, Heng – Journal of Computer Assisted Learning, 2023
Background: Panoramic video as a novel instructional media with increasing educational application. However, empirical research on panoramic video instruction is mostly episodic with conditional and inconclusive results. Objectives: This study reviewed 10 years (2011-2021) of research on panoramic video in education to synthesize, meta-analyse,…
Descriptors: Video Technology, Technology Uses in Education, Instructional Design, Research Design
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Sun, Lihui; Hu, Linlin; Zhou, Danhua – Journal of Computer Assisted Learning, 2021
Promoting the cultivation of computational thinking (CT) skills in programming activities has become a key issue in the K-12 curriculum, however, there is no unified conclusion on how to design programming activities to promote the acquisition of CT skills more effectively. The purpose of this study is to determine the effectiveness of using…
Descriptors: Elementary Secondary Education, Programming, Computation, Thinking Skills
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Fadda, Daniela; Pellegrini, Marta; Vivanet, Giuliano; Zandonella Callegher, Claudio – Journal of Computer Assisted Learning, 2022
Background: Motivation is an important factor in the learning process and supporting students' motivation in mathematics is a significant challenge for educators. Educational technologies, such as digital games, offer potential for engagement in mathematics learning activities. Objectives: To contrast the general decrement in student motivation in…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Student Motivation
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Osman Özdemir – Journal of Computer Assisted Learning, 2025
Background: In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are…
Descriptors: Game Based Learning, Video Games, Academic Achievement, Student Motivation
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Kassab, Mohamad; DeFranco, Joanna; Laplante, Phillip – Journal of Computer Assisted Learning, 2020
With close to 20.4 billion devices connected to the Internet to be deployed by 2020, Internet of things (IoT) is already being leveraged in diverse sectors. Now, because of the ubiquitous nature of IoT devices, schools and academic institutions are looking to incorporate IoT in educational activities. With the increased use of IoT in the education…
Descriptors: Internet, Teaching Methods, Decision Making, Technology Uses in Education
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Min Young Doo; Meina Zhu – Journal of Computer Assisted Learning, 2024
Background: Online learning has become more prevalent over the past three decades, especially during the COVID-19 pandemic. Educators and scholars have increasingly emphasized the significance of self-directed learning (SDL) on successful learning outcomes in online learning environments. Objectives: The purpose of this study was to synthesize the…
Descriptors: Electronic Learning, Independent Study, Virtual Classrooms, Academic Achievement
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