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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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Charsky, Dennis; Ressler, William – Computers & Education, 2011
Does using a computer game improve students' motivation to learn classroom material? The current study examined students' motivation to learn history concepts while playing a commercial, off-the-shelf computer game, Civilization III. The study examined the effect of using conceptual scaffolds to accompany game play. Students from three ninth-grade…
Descriptors: Control Groups, Concept Mapping, Play, Student Motivation
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Barak, Miri; Ashkar, Tamar; Dori, Yehudit J. – Computers & Education, 2011
Some researchers claim that animations may hinder students' meaningful learning or evoke misunderstandings. In order to examine these assertions, our study investigated the effect of animated movies on students' learning outcomes and motivation to learn. Applying the quantitative methodology, two pre- and post-questionnaires were administered:…
Descriptors: Report Cards, Self Efficacy, Learning Motivation, Scientific Concepts
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Yang, Ya-Ting Carolyn – Computers & Education, 2012
This study investigates the effectiveness digital game-based learning (DGBL) on students' problem solving, learning motivation, and academic achievement. In order to provide substantive empirical evidence, a quasi-experimental design was implemented over the course of a full semester (23 weeks). Two ninth-grade Civics and Society classes, with a…
Descriptors: Grade 9, Civics, Academic Achievement, Learning Motivation
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Araujo, Ives Solano; Veit, Eliane Angela; Moreira, Marco Antonio – Computers & Education, 2008
The purpose of this study was to investigate undergraduate students' performance while exposed to complementary computational modelling activities to improve physics learning, using the software "Modellus." Interpretation of kinematics graphs was the physics topic chosen for investigation. The theoretical framework adopted was based on Halloun's…
Descriptors: Learning Theories, Experimental Groups, Control Groups, Undergraduate Students