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Shuang Li; Jingxi Chen; Sizhuo Liu – Journal of Computer Assisted Learning, 2024
Background: Enhancing the effectiveness of online learning has become a key challenge with regard to the ability of blended learning to reach its full potential. However, mechanisms by which students' self-regulated learning (SRL) skills influence their online learning engagement in blended learning and subsequent learning achievement have yet to…
Descriptors: Blended Learning, Elementary Secondary Education, Self Management, Self Evaluation (Individuals)
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Chung, Chih-Hung; Lin, You Yin – Journal of Computer Assisted Learning, 2022
Background: Most students have exhibited low motivation to engage in traditional learning methods. Additionally, students have difficulty concentrating on the course content, being easily distracted by their smartphones. Objectives: Therefore, we adopted an online 3D gamification problem-based learning (PBL) model to motivate students and improve…
Descriptors: Computer Simulation, Game Based Learning, Problem Based Learning, Human Resources
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Pieter Vanneste; Kim Dekeyser; Luis Alberto Pinos Ullauri; Dries Debeer; Frederik Cornillie; Fien Depaepe; Annelies Raes; Wim Van den Noortgate; Sameh Said-Metwaly – Journal of Computer Assisted Learning, 2024
Background: Augmented reality (AR) is receiving increasing interest as a tool to create an interactive and motivating learning environment. Yet, it is unclear how instructional support affects performance in AR. Objectives: This study sought to explore how varying the instructional support in AR can affect performance-related behaviours of…
Descriptors: Computer Simulation, Artificial Intelligence, Cognitive Ability, Student Behavior
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Koskinen, Antti; McMullen, Jake; Ninaus, Manuel; Kiili, Kristian – Journal of Computer Assisted Learning, 2023
Background: In recent years, the importance of emotions in learning has been increasingly recognized. Applying emotional design to induce positive emotions has been considered a means to enhance the instructional effectiveness of digital learning environments. However, only a few studies have examined the specific effects of emotional design in…
Descriptors: Psychological Patterns, Scaffolding (Teaching Technique), Student Motivation, Academic Achievement
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Han, Feifei; Pardo, Abelardo; Ellis, Robert A. – Journal of Computer Assisted Learning, 2020
This study examines the extent to which the learning orientations identified by student self-reports and the observation of their online learning events were related to each other and to their academic performance. The participants were 322 first-year engineering undergraduates, who were enrolled in a blended course. Using students' self-report on…
Descriptors: College Students, Electronic Learning, Blended Learning, Curriculum Design
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Hung, Cheng-Yu; Lin, Yen-Ting; Yu, Shih-Jou; Sun, Jerry Chih-Yuan – Journal of Computer Assisted Learning, 2023
Background: Previous research has examined the use of augmented reality (AR) and virtual reality (VR) in English language teaching. However, to the best of our knowledge, none of the earlier studies that investigated integrating AR and VR "wearables" into teaching and learning English based on the attention, relevance, confidence, and…
Descriptors: Computer Simulation, Simulated Environment, Assistive Technology, Second Language Learning
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Ding, Yan; Zhao, Ting – Journal of Computer Assisted Learning, 2020
Emotions are critical to learning. However, the function of emotions in the emerging context of massive open online courses (MOOCs) has been under-researched. The present study complemented this line of research by modelling the relation between learner emotions, engagement with videos, engagement with assignments, and self-perceived achievement…
Descriptors: Psychological Patterns, Online Courses, Learner Engagement, Educational Technology
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Li, Shuang; Wang, Shuang; Du, Junlei; Pei, Yu; Shen, Xinyi – Journal of Computer Assisted Learning, 2022
Background: Failure to effectively organize and manage learning time is an important factor influencing online learners' performance. Investigation of time-investment patterns for online learning will provide educators with useful knowledge of how learners engage in and regulate their online learning and support them in tailoring online course…
Descriptors: Online Courses, Time Management, Time Factors (Learning), Learning Strategies
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Almasseri, Mohammed; AlHojailan, Mohammed I. – Journal of Computer Assisted Learning, 2019
The study aims to identify the effect of a flipped classroom approach designed according to the cognitive theory of multimedia learning on the academic achievements of eighth-grade students (aged 14 years) in Saudi Arabia in computer science. To this end, a quasi-experimental design was used, with a sample of 67 students; 33 students were assigned…
Descriptors: Foreign Countries, Blended Learning, Instructional Effectiveness, Academic Achievement
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Yildiz Durak, Hatice – Journal of Computer Assisted Learning, 2018
The aim of this research is to determine the effects and experiences of the use of digital story design activities in teaching applications of programming on academic achievement, participation, and programming self-efficacy. In the study, which is designed through the mixed method, quasi-experimental design is used in the quantitative dimension.…
Descriptors: Teaching Methods, Programming, Academic Achievement, Secondary School Students
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Davis, K.; Sridharan, H.; Koepke, L.; Singh, S.; Boiko, R. – Journal of Computer Assisted Learning, 2018
The current study investigated college students' experiences of a gamified informatics course. We surveyed 139 students aged 18-31 years (M = 20 years, SD = 1.5) enrolled in an undergraduate informatics course focused on social networking technologies. Surveys were conducted at 3 time points during the course (beginning, middle, and end). Overall,…
Descriptors: Learner Engagement, Information Science Education, Undergraduate Students, Social Networks
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Fang, N.; Guo, Y. – Journal of Computer Assisted Learning, 2016
Computer simulation and animation (CSA) has been receiving growing attention and wide application in engineering education in recent years. A new interactive CSA module was developed in the present study to improve student learning of particle kinetics in an undergraduate engineering dynamics course. The unique feature of this CSA module is that…
Descriptors: Computer Simulation, Animation, Academic Achievement, Kinetics
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Montrieux, H.; Raes, A.; Schellens, T. – Journal of Computer Assisted Learning, 2017
A quasi-experimental study was set up in secondary education to study the role of teachers while implementing tablet devices in science education. Three different classroom scripts that guided students and teachers' actions during the intervention on two social planes (group and classroom level) are compared. The main goal was to investigate which…
Descriptors: Secondary School Teachers, Quasiexperimental Design, Teacher Role, Handheld Devices
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Jia, J.; Chen, Y.; Ding, Z.; Bai, Y.; Yang, B.; Li, M.; Qi, J. – Journal of Computer Assisted Learning, 2013
This research conducted quasi-experiments in four middle schools to evaluate the long-term effects of an intelligent web-based English instruction system, Computer Simulation in Educational Communication (CSIEC), on students' academic attainment. The analysis of regular examination scores and vocabulary test validates the positive impact of CSIEC,…
Descriptors: Web Based Instruction, English Instruction, Academic Achievement, Computer Simulation
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Ku, D. T.; Huang, Y.-H.; Hus, S. C. – Journal of Computer Assisted Learning, 2015
This study investigated how the integration of a game-based learning strategy and a tangible user interface (TUI) device improves the learning achievement of fifth-grade students in studying Chinese idioms. By using the sifting, and sorting, features of Sifteo Cubes, learners, via a gaming situation, manually composed the cubes to the correct…
Descriptors: Teaching Methods, Academic Achievement, Chinese, Educational Games
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