Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 8 |
Descriptor
Source
Journal of Computer Assisted… | 8 |
Author
Admiraal, W. | 1 |
Akkerman, S. | 1 |
Aravena, R. | 1 |
Bülent BASARAN | 1 |
Chang, H.-W. | 1 |
Cortez, C. | 1 |
Dam, G. ten | 1 |
FitzGerald, E. | 1 |
Frohberg, D. | 1 |
Goth, C. | 1 |
Gu, F. | 1 |
More ▼ |
Publication Type
Journal Articles | 8 |
Reports - Research | 5 |
Reports - Evaluative | 3 |
Education Level
Secondary Education | 3 |
Elementary Secondary Education | 2 |
Adult Education | 1 |
High Schools | 1 |
Audience
Location
China | 1 |
Netherlands (Amsterdam) | 1 |
Turkey | 1 |
Laws, Policies, & Programs
Assessments and Surveys
Program for International… | 1 |
What Works Clearinghouse Rating
Bülent BASARAN; Ömer SIMSEK – Journal of Computer Assisted Learning, 2024
Background: Their ubiquity is particularly notable as video games become increasingly intertwined with the technological revolution. Despite this prominence, gender disparities in adolescent video gaming remain under-explored. Objectives: This research aims to determine the frequency classes of video game playing based on gender, analyse the…
Descriptors: Gender Differences, Video Games, Play, Academic Achievement
Hong, J.-C.; Hwang, M.-Y.; Chang, H.-W.; Tai, K.-H.; Kuo, Y.-C.; Tsai, Y.-H. – Journal of Computer Assisted Learning, 2015
To determine the factors of learning effectiveness in English vocabulary learning when using a calibration scheme, this study developed a freshman English mobile device application (for iPhone 4) for students with low levels of English proficiency to practise vocabulary in the beginning of their Freshman English course. Data were collected and…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Vocabulary Development
Gu, X.; Gu, F.; Laffey, J. M. – Journal of Computer Assisted Learning, 2011
The Life-long Learning Initiative seeks to fulfil a variety of learning needs for Shanghai citizens. Given the popularity of mobile devices in Shanghai, the ability to provide learning in informal settings through mobile devices is a key objective and challenge of the Initiative. In order to learn how to develop usable learning content for…
Descriptors: Foreign Countries, Handheld Devices, Mobility, Computer System Design
FitzGerald, E. – Journal of Computer Assisted Learning, 2012
Two recent emerging trends are that of Web 2.0, where users actively create content and publish it on the Web, and also location awareness, where a digital device utilizes a person's physical location as the context to provide specific services and/or information. This paper examines how these two phenomena can be brought together so that…
Descriptors: Language Usage, Informal Education, Knowledge Level, Interaction
Cortez, C.; Nussbaum, M.; Woywood, G.; Aravena, R. – Journal of Computer Assisted Learning, 2009
In today's fast-changing business environment, teams have emerged as a requirement for business success. However, in schools and universities, students are usually not taught teamwork skills. In this paper, we introduce learning to collaborate by collaborating, a process that enables collaboration and teamwork skills to be taught and measured…
Descriptors: Feedback (Response), Teamwork, Cooperation, Cooperative Learning
Frohberg, D.; Goth, C.; Schwabe, G. – Journal of Computer Assisted Learning, 2009
This paper provides a critical analysis of Mobile Learning projects published before the end of 2007. The review uses a Mobile Learning framework to evaluate and categorize 102 Mobile Learning projects, and to briefly introduce exemplary projects for each category. All projects were analysed with the criteria: context, tools, control,…
Descriptors: Handheld Devices, Distance Education, Program Descriptions, Computer Mediated Communication
Liu, T.-Y. – Journal of Computer Assisted Learning, 2009
This paper reported the results of a study that aimed to construct a sensor and handheld augmented reality (AR)-supported ubiquitous learning (u-learning) environment called the Handheld English Language Learning Organization (HELLO), which is geared towards enhancing students' language learning. The HELLO integrates sensors, AR, ubiquitous…
Descriptors: Secondary School Teachers, Speech Skills, Educational Environment, English (Second Language)
Huizenga, J.; Admiraal, W.; Akkerman, S.; Dam, G. ten – Journal of Computer Assisted Learning, 2009
Using mobile games in education combines situated and active learning with fun in a potentially excellent manner. The effects of a mobile city game called Frequency 1550, which was developed by The Waag Society to help pupils in their first year of secondary education playfully acquire historical knowledge of medieval Amsterdam, were investigated…
Descriptors: Quasiexperimental Design, Student Motivation, Active Learning, History Instruction