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Zhongling Pi; Qiuchen Yu; Yi Zhang; Yan Li; Hui Chen; Jiumin Yang – Journal of Computer Assisted Learning, 2024
Background: Leaderboards are a highly popular gamification component used in student learning to enhance motivation, attentional engagement, and learning performance. However, few studies have examined the effects of individual leaderboard elements on English vocabulary learning through video lectures. Objectives: The present study aimed to…
Descriptors: Gamification, Student Motivation, Learner Engagement, Academic Achievement
Tiphaine Colliot; Abraham E. Flanigan – Journal of Computer Assisted Learning, 2024
Background: Many instructors transitioned their courses from face-to-face environments to computer-mediated learning environments (CMLEs) following the onset of the coronavirus disease 2019 (COVID-19) pandemic. However, little was known about how teleconferencing platforms and their corresponding functions affect student learning when the COVID-19…
Descriptors: Reading Processes, Notetaking, Video Technology, Lecture Method
Maycock, Keith W. – Journal of Computer Assisted Learning, 2019
The case study was carried out at a third-level college in Ireland to investigate the performance of a student population completing a first year computer architecture module using a flipped learning approach against a traditional chalk and talk approach. The study was completed over a 2-year period with the same lecturer delivering both…
Descriptors: Foreign Countries, Lecture Method, Blended Learning, College Students
Alam, Md. I.; Malone, Lauren; Nadolny, Larysa; Brown, Michael; Cervato, Cinzia – Journal of Computer Assisted Learning, 2023
Background: The substantial growth in gamification research has connected gamified learning to enhanced engagement, improved performance, and greater motivation. Similar to gamification, personalized learning analytics dashboards can enhance student engagement. Objectives: This study explores the student experiences and academic achievements using…
Descriptors: Academic Achievement, Game Based Learning, Introductory Courses, STEM Education
Pi, Z.; Hong, J.; Yang, J. – Journal of Computer Assisted Learning, 2017
One of the most commonly used forms of video lectures is a combination of an instructor's image and accompanying lecture slides as a picture-in-picture. As the image size of the instructor varies significantly across video lectures, and so do the learning outcomes associated with this technology, the influence of the instructor's image size should…
Descriptors: Foreign Countries, Undergraduate Students, Visual Perception, College Faculty
Yu, P.-T.; Wang, B.-Y.; Su, M.-H. – Journal of Computer Assisted Learning, 2015
The primary goal of this study is to create and test a lecture-capture system that can rearrange visual elements while recording is still taking place, in such a way that student performance can be positively influenced. The system we have devised is capable of integrating and rearranging multimedia sources, including learning content, the…
Descriptors: Lecture Method, Academic Achievement, Research Design, Experimental Groups
Grabe, M.; Christopherson, K. – Journal of Computer Assisted Learning, 2008
One of the most common uses of a course management system in the on-campus environment is to offer lecture resources to students. Few researchers have investigated how students use such resources. This study considers student use of lecture resources that offer a representation of the lecture presented (i.e. lecture outline, lecture summary, audio…
Descriptors: Management Systems, Online Courses, Program Effectiveness, Lecture Method