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Ardaiz-Villanueva, Oscar; Nicuesa-Chacon, Xabier; Brene-Artazcoz, Oscar; Sanz de Acedo Lizarraga, Maria Luisa; Sanz de Acedo Baquedano, Maria Teresa – Computers & Education, 2011
The main objective of this research was to validate the effectiveness of Wikideas and Creativity Connector tools to stimulate the generation of ideas and originality by university students organized into groups according to their indexes of creativity and affinity. Another goal of the study was to evaluate the classroom climate created by these…
Descriptors: Creativity, Student Projects, Student Attitudes, Active Learning
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Huang, Chenn-Jung; Wang, Yu-Wu; Huang, Tz-Hau; Chen, Ying-Chen; Chen, Heng-Ming; Chang, Shun-Chih – Computers & Education, 2011
Recent research indicated that students' ability to construct evidence-based explanations in classrooms through scientific inquiry is critical to successful science education. Structured argumentation support environments have been built and used in scientific discourse in the literature. To the best of our knowledge, no research work in the…
Descriptors: Electronic Learning, Feedback (Response), Persuasive Discourse, Teaching Load
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Su, C. Y.; Wang, T. I. – Computers & Education, 2010
The rapid advance of information and communication technologies (ICT) has important impacts on teaching and learning, as well as on the educational assessment. Teachers may create assessments utilizing some developed assessment software or test authoring tools. However, problems could occur, such as neglecting key concepts in the curriculum or…
Descriptors: Test Items, Educational Assessment, Course Content, Foreign Countries
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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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McLaren, Bruce M.; DeLeeuw, Krista E.; Mayer, Richard E. – Computers & Education, 2011
Should an intelligent software tutor be polite, in an effort to motivate and cajole students to learn, or should it use more direct language? If it should be polite, under what conditions? In a series of studies in different contexts (e.g., lab versus classroom) with a variety of students (e.g., low prior knowledge versus high prior knowledge),…
Descriptors: Feedback (Response), Test Items, Intervention, Intelligent Tutoring Systems
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Papastergiou, Marina – Computers & Education, 2009
The aim of this study was to assess the learning effectiveness and motivational appeal of a computer game for learning computer memory concepts, which was designed according to the curricular objectives and the subject matter of the Greek high school Computer Science (CS) curriculum, as compared to a similar application, encompassing identical…
Descriptors: Questionnaires, Computer Science Education, Females, Program Effectiveness
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Fu, Fong-Ling; Su, Rong-Chang; Yu, Sheng-Chin – Computers & Education, 2009
In an effective e-learning game, the learner's enjoyment acts as a catalyst to encourage his/her learning initiative. Therefore, the availability of a scale that effectively measures the enjoyment offered by e-learning games assist the game designer to understanding the strength and flaw of the game efficiently from the learner's points of view.…
Descriptors: Online Courses, Questionnaires, Educational Games, Student Attitudes
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Savoy, April; Proctor, Robert W.; Salvendy, Gavriel – Computers & Education, 2009
The benefit of PowerPoint[TM] is continuously debated, but both supporters and detractors have insufficient empirical evidence. Its use in university lectures has influenced investigations of PowerPoint's effects on student performance (e.g., overall quiz/exam scores) in comparison to lectures based on overhead projectors, traditional lectures…
Descriptors: Lecture Method, Retention (Psychology), Computer Software, Instructional Effectiveness
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Higgins, Colin A.; Bligh, Brett; Symeonidis, Pavlos; Tsintsifas, Athanasios – Computers & Education, 2009
The CourseMarker system has been used to assess free-response computer based assessment (CBA) exercises since 1998. The aim of the studies reported here was to evaluate the feasibility and usefulness of developing and deploying diagram-based exercises using DATsys, an authoring environment for diagram-based CBA, together with CourseMarker.…
Descriptors: Undergraduate Students, Formative Evaluation, Computer Assisted Testing, Questionnaires
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Reimer, Yolanda Jacobs; Brimhall, Erin; Cao, Chen; O'Reilly, Kevin – Computers & Education, 2009
The research presented in this paper reaches towards a better theoretical understanding of how students in higher education currently take notes, how this process is evolving in the digital age to include information assimilation, and the kinds of support students need to be successful with their changing academic tasks. To gain insight into these…
Descriptors: College Students, Student Attitudes, Questionnaires, Feedback (Response)
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Bridge, P.; Appleyard, R. M.; Ward, J. W.; Philips, R.; Beavis, A. W. – Computers & Education, 2007
Due to the lengthy learning process associated with complicated clinical techniques, undergraduate radiotherapy students can struggle to access sufficient time or patients to gain the level of expertise they require. By developing a hybrid virtual environment with real controls, it was hoped that group learning of these techniques could take place…
Descriptors: Teaching Methods, Educational Technology, Virtual Classrooms, Computer Simulation
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Jones, Norah; Blackey, Haydn; Fitzgibbon, Karen; Chew, Esyin – Computers & Education, 2010
To understand the student experience on social software, the research aims to explore the disruptive nature and opportunity of social networking for higher education. Taking four universities, the research: (1) identifies the distinction between the students' current usage of social software; (2) reports on the students' experience on…
Descriptors: Electronic Learning, Social Life, Student Experience, Educational Technology
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Hwang, Kuo-An; Yang, Chia-Hao – Computers & Education, 2008
Distance education courses must cope with the difficulties imposed by delivering a class at a distance. As most courses only emphasize the cognitive aspects of the class and neglect the course's effect on the students, this gives no help for reaching the affective domain teaching goals. Especially for younger students, in distance education, when…
Descriptors: Feedback (Response), Elementary School Students, Student Attitudes, Distance Education
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Apperson, Jennifer M.; Laws, Eric L.; Scepansky, James A. – Computers & Education, 2008
Studies have demonstrated that students prefer PowerPoint and respond favorably to classes when it is used. Few studies have addressed the physical structure of PowerPoint. In this study, students enrolled in several psychology classes on two campuses completed a 36 item questionnaire regarding their preferences for the use of PowerPoint in the…
Descriptors: Higher Education, College Students, Student Attitudes, Educational Technology
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Cronje, J. C.; Fouche, J. – Computers & Education, 2008
While different approaches to evaluation will yield different results, depending on the purpose of the evaluation this article describes an evaluation approach that was aimed at investigation of the mental models of users of the programme. The study was driven by questions about the differences in mental models of the instructional designers and…
Descriptors: Science Instruction, Scientific Concepts, Energy, Evaluation Methods
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