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Showing 1 to 15 of 38 results Save | Export
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Yun Zhang; Fangzheng Zhao; Richard E. Mayer – Journal of Computer Assisted Learning, 2025
Background and Objective: The positivity principle states that students learn better from instructors who display positive rather than negative or neutral emotions in multimedia lessons (Lawson et al. 2021a). This study extends this work by exploring the role of affective and social cues displayed by feedback providers, such as their emotional…
Descriptors: Multimedia Instruction, Psychological Patterns, Feedback (Response), Gender Differences
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Fangzheng Zhao; Richard E. Mayer – Journal of Computer Assisted Learning, 2025
Introduction: While prior research has delved into the emotional aspects of instructional design, it has not extensively examined whether integrating affective features specifically relevant to the theme of the learning materials is essential for enhancing learning effectiveness compared to incorporating general affective features. This study aims…
Descriptors: Multimedia Instruction, Teaching Methods, Cartoons, Psychological Patterns
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Meiyan Huang; Tang Yongquan – Journal of Computer Assisted Learning, 2025
Aim: In recent years, the integration of cutting-edge technology into professional sports training (ST) has revolutionized the way athletes prepare for competition. The study aims to quantitatively analyse the impact of cutting-edge technology on enhancing performance, efficiency, and outcomes in professional ST programs. Purpose: The purpose of…
Descriptors: Athletics, Technology, Influence of Technology, Training
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Daniela Olea-Ibarra; Christian Hartmann; Maria Bannert – Journal of Computer Assisted Learning, 2025
Background: Enjoyment and epistemic emotions are essential in education as they drive learners to actively and persistently engage with learning material. Augmented Reality (hereinafter referred to as AR) is an emerging educational tool that offers unique opportunities for immersive learning experiences. By incorporating AR into the learning…
Descriptors: Psychological Patterns, Positive Attitudes, Computer Simulation, Active Learning
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Anna Flavia Di Natale; Claudia Repetto; Daniela Villani – Journal of Computer Assisted Learning, 2024
Background: Online synchronous learning in higher education frequently struggles to overcome the social presence gap, resulting in dissatisfaction and poor learning outcomes. Objectives: This study examined the effectiveness of desktop-based virtual reality (VR) social platforms compared to video conferencing (VC) platforms in enhancing students'…
Descriptors: Computer Simulation, Social Media, Computers, Teleconferencing
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Gi-Zen Liu; Jalil Fathi; Masoud Rahimi – Journal of Computer Assisted Learning, 2024
Background: The impact of digital gamified language learning on language achievement has been corroborated in the literature; however, its impact on language achievement, especially in the English as a foreign language (EFL) context needs further investigation. In addition, the related literature has not sufficiently confirmed the impact of…
Descriptors: Gamification, Academic Achievement, Second Language Learning, Student Attitudes
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Katherine Frances McLay; Vicente Chua Reyes Jr. – Journal of Computer Assisted Learning, 2024
Background: This research was motivated by noticing shortcomings in the TPACK framework, which does not take account of the affective dimension (e.g., emotions, moods, attitudes and values) of teaching and learning with and about technology, despite this being a key predictor of whether teachers incorporate technology into teaching and learning.…
Descriptors: Pedagogical Content Knowledge, Technological Literacy, 21st Century Skills, Technology Uses in Education
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Mohd Khairulnizam Ramlie; Ahmad Zamzuri Mohamad Ali – Journal of Computer Assisted Learning, 2024
Background: Effective communication in education employs diverse methods, with hologram technology representing teaching staff. Holograms, using different character realism levels, aim to sustain student interest and motivation. This study explores whether student valence, influenced by hologram tutor character appearance, significantly mediates…
Descriptors: Information Technology, Visual Aids, Computer Simulation, Student Interests
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Gwo-Jen Hwang; Jalil Fathi; Masoud Rahimi – Journal of Computer Assisted Learning, 2025
Background: The utilisation of video-dubbing tasks, wherein learners record their voices over video clips to practise pronunciation, fluency, grammatical accuracy, and vocabulary use, is relatively novel in the English language learning context. Exploring the effectiveness of video-dubbing tasks can lead to more innovative and effective speaking…
Descriptors: English (Second Language), Second Language Learning, Speech Skills, Cognitive Processes
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Ute Mertens; Marlit A. Lindner – Journal of Computer Assisted Learning, 2025
Background: Educational assessments increasingly shift towards computer-based formats. Many studies have explored how different types of automated feedback affect learning. However, few studies have investigated how digital performance feedback affects test takers' ratings of affective-motivational reactions during a testing session. Method: In…
Descriptors: Educational Assessment, Computer Assisted Testing, Automation, Feedback (Response)
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Jelena Jovanovic; Dragan Gaševic; Lixiang Yan; Graham Baker; Andrew Murray; Danijela Gasevic – Journal of Computer Assisted Learning, 2024
Background: Learner profiles detected from digital trace data are typically triangulated with survey data to explain those profiles based on learners' internal conditions (e.g., motivation). However, survey data are often analysed with limited consideration of the interconnected nature of learners' internal conditions. Objectives: Aiming to enable…
Descriptors: Psychological Patterns, Networks, Profiles, Learning Processes
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Yu-Shan Chang – Journal of Computer Assisted Learning, 2025
Background: Due to the rapid development of artificial intelligence (AI) and the widespread adoption of online learning post-COVID-19, the metaverse has become an important strategy for innovative teaching. Objectives: This study aimed to investigate the impact of the metaverse on learning engagement, learning emotions, and creative performance in…
Descriptors: Learner Engagement, Psychological Patterns, Emotional Response, Artificial Intelligence
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Xu, Ying; Yau, Joanna C.; Reich, Stephanie M. – Journal of Computer Assisted Learning, 2021
Young children are introduced to mobile technology at an early age, with many using touchscreens daily. One appeal of touchscreen technology is that it seems to be intuitive for very young children. As a result, many children's e-books are designed for tablets rather than for e-readers or computers. E-books often contain hotspots--interactive…
Descriptors: Books, Electronic Publishing, Learner Engagement, Interaction
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Lei, Hao; Wang, Chenxin; Chiu, Ming Ming; Chen, Shuangye – Journal of Computer Assisted Learning, 2022
Background: Researchers debate whether game-based learning (GBL) affects students' achievement emotions, as past studies yielded mixed results. Objectives: This study determines the overall effect of GBL on students' positive achievement emotion and their negative achievement emotions (PAEs, NAEs), along with their moderators. Methods: This…
Descriptors: Educational Games, Academic Achievement, Psychological Patterns, Meta Analysis
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Kühl, Tim; Münzer, Stefan – Journal of Computer Assisted Learning, 2021
According to the personalization principle, addressing learners by means of a personalized compared to a nonpersonalized message can foster learning. Interestingly, though, a recent study found that the personalization principle can invert for aversive contents. The present study investigated whether the negative effect of a personalized message…
Descriptors: Diseases, Information Dissemination, Psychological Patterns, College Students
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