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Purgina, Marina; Mozgovoy, Maxim; Blake, John – Journal of Educational Computing Research, 2020
Gamification of language learning is a clear trend of recent years. Widespread use of smartphones and the rise of mobile gaming as a popular leisure activity contribute to the popularity of gamification, as application developers can rely on an unprecedented reach of their products and expect acceptance of game-like elements by the users. In terms…
Descriptors: Computer Games, Computer Simulation, Grammar, Computer Software
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Aguilar, Jose; Cordero, Jorge; Buendía, Omar – Journal of Educational Computing Research, 2018
In this article, we propose the concept of "Autonomic Cycle Of Learning Analysis Tasks" (ACOLAT), which defines a set of tasks of learning analysis, whose objective is to improve the learning process. The data analysis has become a fundamental area for the knowledge discovery from data extracted from different sources. In the autonomic…
Descriptors: Data Analysis, Learning Processes, Decision Making, Instructional Improvement
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Hannig, Andreas; Lemos, Martin; Spreckelsen, Cord; Ohnesorge-Radtke, Ulla; Rafai, Nicole – Journal of Educational Computing Research, 2013
The training of motor skills is a crucial aspect of medical education today. Serious games and haptic virtual simulations have been used in the training of surgical procedures. Otherwise, however, a combination of serious games and motor skills training is rarely used in medical education. This article presents Skills-O-Mat, an interactive serious…
Descriptors: Foreign Countries, Dentistry, Medical Education, Computer Games
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Ramirez-Arellano, Aldo; Bory-Reyes, Juan; Hernández-Simón, Luis Manuel – Journal of Educational Computing Research, 2017
The main goal of this article is to develop a Management System for Merging Learning Objects (msMLO), which offers an approach that retrieves learning objects (LOs) based on students' learning styles and term-based queries, which produces a new outcome with a better score. The msMLO faces the task of retrieving LOs via two steps: The first step…
Descriptors: Cognitive Style, Computer Science Education, Management Systems, Educational Resources
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Priem, Jason – Journal of Educational Computing Research, 2010
The study of student error, important across many fields of educational research, has begun to attract interest in the field of e-learning, particularly in relation to usability. However, it remains unclear when errors should be avoided (as usability failures) or embraced (as learning opportunities). Many domains have benefited from taxonomies of…
Descriptors: Electronic Learning, Educational Research, Distance Education, Classification
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Shen, Demei; Nuankhieo, Piyanan; Huang, Xinxin; Amelung, Christopher; Laffey, James – Journal of Educational Computing Research, 2008
This study uses social network analysis (SNA) in an innovative way to describe interaction and explain how interaction influences sense of community of students in online learning environments. The findings reveal differences on sense of community between two similarly structured online courses, and show unique interaction patterns for students in…
Descriptors: Network Analysis, Online Courses, Interaction, Social Networks
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Knauf, Rainer; Sakurai, Yoshitaka; Tsuruta, Setsuo; Jantke, Klaus P. – Journal of Educational Computing Research, 2010
University education often suffers from a lack of an explicit and adaptable didactic design. Students complain about the insufficient adaptability to the learners' needs. Learning content and services need to reach their audience according to their different prerequisites, needs, and different learning styles and conditions. A way to overcome such…
Descriptors: Prerequisites, College Instruction, Educational Experiments, Cognitive Style
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Lin, Shinyi; Chiu, Chou-Kang – Journal of Educational Computing Research, 2008
Vocational education and training (VET) is intended to prepare adult learners for careers that are based on practical activities. With the underlying constructivist andragogy, this study intended to examine the effects of computer-mediated group collaboration in vocational education, and how that affects the associated learning outcomes. For…
Descriptors: Adult Vocational Education, Asynchronous Communication, Computer Mediated Communication, Extraversion Introversion
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Dewar, Tammy; Whittington, Dave – Journal of Educational Computing Research, 2000
Describes an experiment that looked at how adult learners made use of their Myers-Briggs Type Indicator (MBTI[R]), a personality assessment tool, type to cope with the challenges of learning in an online environment. Presents results of the experiment, and draws tentative conclusions. Provides notes related to the four psychological dimensions of…
Descriptors: Adult Learning, Adult Students, Cognitive Style, Computer Assisted Instruction
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Scardamalia, Marlene; And Others – Journal of Educational Computing Research, 1989
Describes the design of the Computer-Supported Intentional Learning Environment (CSILE), a database that allows the storage and retrieval of information in several media, e.g., text and drawings. Research on cognitive abilities and learning strategies is reviewed, learner control is discussed, and the implementation of CSILE in grades five and six…
Descriptors: Cognitive Ability, Computer Assisted Instruction, Computer Graphics, Computer System Design
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Yang, Shu Ching – Journal of Educational Computing Research, 2001
Describes the integration of Web resources as instructional and learning tools in an EFL (English as a Foreign Language) class in Taiwan. Highlights include challenges and advantages of using the Web; learners' perceptions; intentional and incidental learning; disorientation and cognitive overload; and information seeking as problem-solving. A…
Descriptors: English (Second Language), Incidental Learning, Information Seeking, Intentional Learning
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Veletsianos, George; Miller, Charles; Doering, Aaron – Journal of Educational Computing Research, 2009
Conflicts occur when learners interact with pedagogical agents and virtual characters. Such conflicts--arising from technological limitations, psychosocial perceptions, and pedagogical inadequacies--hinder communication and interaction between virtual characters and learners, and impede successful engagement with learning tasks and experiences. To…
Descriptors: Electronic Learning, Interaction, Conflict, Guidelines
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Tolhurst, Denise; Debus, Raymond L. – Journal of Educational Computing Research, 2002
Describes a study of Australian secondary school students that identified the conditions and individual characteristics that would best support learners' acceptance of control within hypermedia, based on evidence from the learner control literature. Investigated effects of prior domain knowledge, learning activity structure, ability, and attitudes…
Descriptors: Academic Ability, Computer Assisted Instruction, Courseware, Foreign Countries
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Nicaise, Molly – Journal of Educational Computing Research, 1998
Describes design considerations that were made for a software prototype called the Virtual Library that were framed by cognitive research and learning theory. When completed, the software will assist preservice teachers in learning about educational psychology and instructional design. Topics include constructivism, exploratory learning, authentic…
Descriptors: Computer Software Development, Constructivism (Learning), Courseware, Design Requirements
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Mayer, Richard E. – Journal of Educational Computing Research, 2003
A "science of e-learning" involves the scientific investigation of how people learn in electronic learning environments. Three elements of a science of e-learning are: a) "evidence"--a base of replicated findings from rigorous and appropriate research studies; b) "theory"--a research-based theory of how people learn in electronic learning…
Descriptors: Classroom Environment, Classroom Research, Learning Strategies, Learning Theories
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