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Showing 1 to 15 of 21 results Save | Export
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Slof, Bert; Erkens, Gijsbert; Kirschner, Paul A.; Helms-Lorenz, Michelle – Computers & Education, 2013
This study examined whether inspecting and constructing different part-task-specific visualizations differentially affects learning. To this end, a complex business-economics problem was structured into three phase-related part-tasks: (1) determining core concepts, (2) proposing multiple solutions, and (3) coming to a single solution. Each phase…
Descriptors: Group Activities, Cooperative Learning, Teamwork, Achievement Gains
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Yilmaz, Ramazan; Kilic-Cakmak, Ebru – Computers & Education, 2012
This study examined the impacts of educational interface agents with different attributes on achievement, attitude and retention of elementary school students in their science and technology courses. The study was implemented in four different eighth- grade classes (aged 13-14) of an elementary school. Four different types of educational software,…
Descriptors: Experimental Groups, Control Groups, Elementary School Students, Quasiexperimental Design
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Bouyias, Yannis; Demetriadis, Stavros – Computers & Education, 2012
Research on computer-supported collaborative learning (CSCL) has strongly emphasized the value of providing student support with micro-scripts, which should withdraw (fade-out) allowing students to practice the acquired skills. However, research on fading shows conflicting results and some researchers suggest that the impact of fading is enhanced…
Descriptors: Control Groups, Persuasive Discourse, Cooperative Learning, Learning Strategies
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Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David – Computers & Education, 2013
This paper presents our recent experiences with the design of game-like applications in 3-D virtual environments as well as its impact on student motivation and learning. Therefore our paper starts with a brief analysis of the motivational aspects of videogames and virtual worlds (VWs). We then go on to explore the possible benefits of both in the…
Descriptors: Educational Games, German, Second Language Instruction, Language Tests
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Wang, Pei-Yu; Yang, Hui-Chun – Computers & Education, 2012
This study examined the impact of collaborative filtering (the so-called recommender) on college students' use of an online forum for English learning. The forum was created with an open-source software, Drupal, and its extended recommender module. This study was guided by three main questions: 1) Is there any difference in online behaviors…
Descriptors: Control Groups, College Students, Quasiexperimental Design, College English
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Fernandez-Lopez, Alvaro; Rodriguez-Fortiz, Maria Jose; Rodriguez-Almendros, Maria Luisa; Martinez-Segura, Maria Jose – Computers & Education, 2013
Students with special education have difficulties to develop cognitive abilities and acquire new knowledge. They could also need to improve their behavior, communication and relationships with their environment. The development of customizable and adaptable applications tailored to them provides many benefits as it helps mold the learning process…
Descriptors: Foreign Countries, Electronic Learning, Educational Needs, Student Needs
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Vernadakis, Nikolaos; Antoniou, Panagiotis; Giannousi, Maria; Zetou, Eleni; Kioumourtzoglou, Efthimis – Computers & Education, 2011
The purpose of this study was to determine the effectiveness of a hybrid learning approach to deliver a computer science course concerning the Microsoft office PowerPoint 2003 program in comparison to delivering the same course content in the form of traditional lectures. A hundred and seventy-two first year university students were randomly…
Descriptors: Constructivism (Learning), Undergraduate Students, Statistical Analysis, Lecture Method
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Hainey, Thomas; Connolly, Thomas M.; Stansfield, Mark; Boyle, Elizabeth A. – Computers & Education, 2011
A highly important part of software engineering education is requirements collection and analysis which is one of the initial stages of the Database Application Lifecycle and arguably the most important stage of the Software Development Lifecycle. No other conceptual work is as difficult to rectify at a later stage or as damaging to the overall…
Descriptors: Experimental Groups, Control Groups, Computer Software, Engineering
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Pol, Henk J.; Harskamp, Egbert G.; Suhre, Cor J. M.; Goedhart, Martin J. – Computers & Education, 2009
This study investigates the effectiveness of computer-delivered hints in relation to problem-solving abilities in two alternative indirect instruction schemes. In one instruction scheme, hints are available to students immediately after they are given a new problem to solve as well as after they have completed the problem. In the other scheme,…
Descriptors: Physics, Computer Software, Problem Solving, Metacognition
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Greene, Jeffrey Alan; Bolick, Cheryl Mason; Robertson, Jane – Computers & Education, 2010
In this study, we examined how high-school students utilized a hypermedia learning environment (HLE) to acquire declarative knowledge of a historical topic, as well as historical thinking skills. In particular, we were interested in whether self-regulated learning (SRL; Winne & Hadwin, 1998; Zimmerman, 2000) processing was related to the…
Descriptors: Thinking Skills, High School Students, History Instruction, Learner Controlled Instruction
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Fan, Ya-Ching; Wang, Tzu-Hua; Wang, Kuo-Hua – Computers & Education, 2011
This research investigates the effect of a web-based model, named "Practicing, Reflecting, and Revising with Web-based Assessment and Test Analysis system (P2R-WATA) Assessment Literacy Development Model," on enhancing assessment knowledge and perspectives of secondary in-service teachers, and adopts a single group experimental research…
Descriptors: Research Design, Test Items, Summer Programs, Prior Learning
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Connolly, Thomas M.; Stansfield, Mark; Hainey, Thomas – Computers & Education, 2011
Over the last decade, Alternate Reality Games (ARGs), a form of narrative often involving multiple media and gaming elements to tell a story that might be affected by participants' actions, have been used in the marketing and promotion of a number of entertainment related products such as films, computer games and music. This paper discusses the…
Descriptors: Foreign Countries, Research Design, Student Attitudes, Learning Activities
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Johnson, Erin Phinney; Perry, Justin; Shamir, Haya – Computers & Education, 2010
This study examines the effects on early reading skills of three different methods of presenting material with computer-assisted instruction (CAI): (1) learner-controlled picture menu, which allows the student to choose activities, (2) linear sequencer, which progresses the students through lessons at a pre-specified pace, and (3) mastery-based…
Descriptors: Control Groups, Early Reading, Computer Assisted Instruction, Computer Software
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Meyer, Elizabeth; Abrami, Philip C.; Wade, C. Anne; Aslan, Ofra; Deault, Louise – Computers & Education, 2010
Can an electronic portfolio that is both a multimedia container for student work and a tool to support key learning processes have a positive impact on the literacy practices and self-regulated learning skills of students? This article presents the findings of a yearlong study conducted in three Canadian provinces during the 2007-2008 school year…
Descriptors: Portfolios (Background Materials), Achievement Tests, Metacognition, Learning Processes
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Kay, Robin H. – Computers & Education, 2008
Most computer users have to deal with major software upgrades every 6-18 months. Given the pressure of having to adjust so quickly and so often, it is reasonable to assume that users will express emotional reactions such as anger, desperation, anxiety, or relief during the learning process. To date, the primary emotion studied with respect to…
Descriptors: Preservice Teacher Education, Computers, Computer Literacy, Anxiety
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