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Brown, Neil C. C.; Weill-Tessier, Pierre; Sekula, Maksymilian; Costache, Alexandra-Lucia; Kölling, Michael – ACM Transactions on Computing Education, 2023
Objectives: Java is a popular programming language for use in computing education, but it is difficult to get a wide picture of the issues that it presents for novices; most studies look only at the types or frequency of errors. In this observational study, we aim to learn how novices use different features of the Java language. Participants:…
Descriptors: Novices, Programming, Programming Languages, Data
Senad Becirovic; Mersad Dervic; Boris Mattoš – SAGE Open, 2025
This research seeks to investigate the variables that might affect university-level students' internet habits, their e-learning self-efficacy and academic achievement in a technology-enhanced teaching and learning environment. To attain the aforementioned objective the Information System Success (ISS) and Technology Acceptance Model (TAM) were…
Descriptors: College Students, Behavior Patterns, Internet, Self Efficacy
Minkai Wang; Di Zhang; Jingdong Zhu; Hanjie Gu – Journal of Educational Computing Research, 2025
Scientific knowledge is often abstract and challenging, making it difficult for students to apply these concepts effectively. Digital game-based learning (DGBL) offers an engaging and immersive approach, but the fixed resources and predetermined learning paths in most games limit its ability to adapt to individual learners' needs. Large language…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Academic Achievement
Jiawen Liu; Rustam Shadiev; Mei Cao – Education and Information Technologies, 2025
Integrating digital games into learning about digital citizenship has garnered significant attention. While digital game-based learning has the potential to enhance learners' academic performance, engagement, and motivation, these games often focus on specific aspects of digital citizenship education and lack systematic design approaches.…
Descriptors: Computer Games, Educational Games, Game Based Learning, Citizenship Education
Shu-Fang Hsieh; Gwo-Jen Hwang – Journal of Computer Assisted Learning, 2025
Background: While both Content and Language Integrated Learning (CLIL) and Digital Game-Based Learning (DGBL) are widely recognised as effective methods to enhance bilingual education, their combination often leads to cognitive overload and fragmented learning experiences. In Taiwan's bilingual education context, where integrating English into…
Descriptors: Concept Mapping, Content and Language Integrated Learning, Computer Games, Educational Games
Stevens, Jon S.; Roberts, Gareth – Cognitive Science, 2019
The acceptability of sentences in natural language is constrained not only grammaticality, but also by the relationship between what is being conveyed and such factors as context and the beliefs of interlocutors. In many languages the critical element in a sentence (its focus) must be given grammatical prominence. There are different accounts of…
Descriptors: Communication (Thought Transfer), Time, Difficulty Level, Information Theory
Mengyuan Chen; Lan Wu; Baoping Li; Yang Liu – Educational Technology & Society, 2024
Students in the 21st century are expected to possess the ability to solve ill-defined complex problems (ICPs). One challenge to understanding students' ability to solve ICPs is the lack of methods for measuring noncognitive and metacognitive behaviors and relating those behaviors to cognitive behaviors with the goal of investigating differences in…
Descriptors: Foreign Countries, Elementary School Students, Grade 6, 21st Century Skills
Li, Yue; Jiang, Qiang; Xiong, Weiyan; Zhao, Wei – Education and Information Technologies, 2023
One of the recognized ways to enhance teaching and learning is having insights into the behavior patterns of students. Studies that explore behavior patterns in online self-directed learning (OSDL) are scant though. In addition, the focus is lacking on how high-achieving (HA) students' behavior patterns affect the academic performance of…
Descriptors: Student Behavior, Behavior Patterns, Electronic Learning, Online Courses
Zheng, Lanqin; Zhong, Lu; Niu, Jiayu – Assessment & Evaluation in Higher Education, 2022
Learning analytics has been widely used in the field of education. Most studies have adopted a learning analytics dashboard to present data on learning processes or learning outcomes. However, only presenting learning analytics results was not sufficient and lacked personalised feedback. In response to these gaps, this study proposed a learning…
Descriptors: Electronic Learning, Cooperative Learning, Undergraduate Students, Feedback (Response)
Reisoglu, Ilknur; Çebi, Ayça; Bahçekapili, Tugba – Interactive Learning Environments, 2022
While the impact of behavioural and cognitive processes on online information searching behaviours have been studied in some depth, little is known about the impact of procedural and metacognitive processes on online information searching behaviours. In addition, although the literature contains studies examining online information searching…
Descriptors: Online Searching, Information Seeking, Cognitive Style, Cognitive Processes
Kuang, Huan; Sahin, Fusun – Large-scale Assessments in Education, 2023
Background: Examinees may not make enough effort when responding to test items if the assessment has no consequence for them. These disengaged responses can be problematic in low-stakes, large-scale assessments because they can bias item parameter estimates. However, the amount of bias, and whether this bias is similar across administrations, is…
Descriptors: Test Items, Comparative Analysis, Mathematics Tests, Reaction Time
Eichmann, Beate; Greiff, Samuel; Naumann, Johannes; Brandhuber, Liene; Goldhammer, Frank – Journal of Computer Assisted Learning, 2020
In this explorative study, we investigate how sequences of behaviour are related to success or failure in complex problem-solving (CPS). To this end, we analysed log data from two different tasks of the problem-solving assessment of the Programme for International Student Assessment 2012 study (n = 30,098 students). We first coded every…
Descriptors: Behavior Patterns, Difficulty Level, Problem Solving, Success
Xiao-Fan Lin; Gwo-Jen Hwang; Jing Wang; Yue Zhou; Wenyi Li; Jiachun Liu; Zhong-Mei Liang – Interactive Learning Environments, 2023
Augmented reality (AR) can represent a contextualised scientific inquiry environment in which students may explore the real world and develop science process skills via interacting with rich information from virtual systems. However, it remains a challenge for most students to complete scientific inquiry tasks without proper support. Research…
Descriptors: Computer Simulation, Active Learning, Inquiry, Behavior Patterns
Zari Saeedi; Hessameddin Ghanbar; Mahdi Rezaei – International Journal of Language Testing, 2024
Despite being a popular topic in language testing, cognitive load has not received enough attention in vocabulary test items. The purpose of the current study was to scrutinize the cognitive load and vocabulary test items' differences, examinees' reaction times, and perceived difficulty. To this end, 150 students were selected using…
Descriptors: Language Tests, Test Items, Difficulty Level, Vocabulary Development
Zhou, Han-yu; Yang, Han-xue; Shi, Li-juan; Lui, Simon S. Y.; Cheung, Eric F. C.; Chan, Raymond C. K. – Journal of Autism and Developmental Disorders, 2021
Atypical sensory processing has recently gained much research interest as a key domain of autistic symptoms. Individuals with autism spectrum disorder (ASD) exhibit difficulties in processing the temporal aspects of sensory inputs, and show altered behavioural responses to sensory stimuli (i.e., sensory responsiveness). The present study examined…
Descriptors: Correlation, Sensory Integration, Autism, Pervasive Developmental Disorders

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