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Sayginer, Senol; Tüzün, Hakan – Journal of Computer Assisted Learning, 2023
Background: Studies on the effectiveness of block-based environments continue to produce inconsistent results. A strong reason for this is that most studies compare environments that are not equivalent to each other or to the level of learners. Moreover, studies that present evidence of the effectiveness of block-based environments by comparing…
Descriptors: Programming, Academic Achievement, Logical Thinking, Thinking Skills
Endres, Tino; Weyreter, Steffen; Renkl, Alexander; Eitel, Alexander – Journal of Computer Assisted Learning, 2020
Multiple studies have revealed the beneficial effects of emotional design on affective or motivational factors but not often on learning outcomes. We, therefore, tested one important boundary condition: the duration of the learning episode. For the implementation of emotional design, we used the video format of sketched explanation videos, which…
Descriptors: Design, Emotional Response, Video Technology, Learning Motivation
Fatimah H. Aldeeb; Omar M. Sallabi; Monther M. Elaish; Gwo-Jen Hwang – Journal of Computer Assisted Learning, 2024
Background: This paper examines the use of augmented reality (AR) as a concept-association tool in schools, with the aim of enhancing primary school students' learning outcomes and engagement. Conflicting findings exist in previous studies regarding the cognitive load of AR-enriched learning, with some reporting reduced load and others indicating…
Descriptors: Artificial Intelligence, Computer Software, Teaching Methods, Learning Processes
Liu, Chiung-Wen; Ho, Li-An; Chueh, Ting-Yu – Journal of Computer Assisted Learning, 2020
Because the microworld can create a learning environment that allows learners to interact with the real world, the view of the microworld has been widely used in education and training. In this study, the simulated transactional interactive concurrent system (STICS) was used to provide an environment that simulates the stock market trading of the…
Descriptors: Money Management, Instructional Effectiveness, Foreign Countries, Computer Uses in Education
Xiaojing Liu; Chunmiao Zhou – Journal of Computer Assisted Learning, 2024
Background: The global introduction of complex measures directed at the containment of the COVID-19 spread has spurred a massive shift to distance learning among educational institutions. As far as such a learning mode is rather forced and, probably, only a few establishments faced no difficulties with it, the matter of assuring teaching…
Descriptors: Teacher Role, Educational Technology, Technology Uses in Education, Distance Education
Richter, Juliane; Lachner, Andreas; Jacob, Leonie; Bilgenroth, Friederike; Scheiter, Katharina – Journal of Computer Assisted Learning, 2022
Background: Engaging students in computer-assisted guided inquiry learning has great potential to scaffold their scientific understanding: Students are expected to improve their scientific problem-solving skills, and at the same time gain a deep conceptual understanding of the subject-matter. Additional generative activities such as creating video…
Descriptors: Self Concept, Problem Solving, Video Technology, Computer Assisted Instruction
Makransky, Guido; Borre-Gude, Stefan; Mayer, Richard E. – Journal of Computer Assisted Learning, 2019
The main objective of this study was to examine the effectiveness of immersive virtual reality (VR) as a medium for delivering laboratory safety training. We specifically compare an immersive VR simulation, a desktop VR simulation, and a conventional safety manual. The sample included 105 first year undergraduate engineering students (56 females).…
Descriptors: Computer Simulation, Self Efficacy, Learning Motivation, Comparative Analysis
Nikou, S. A.; Economides, A. A. – Journal of Computer Assisted Learning, 2018
Mobile-based micro-learning has gained a lot of attention lately, especially for work-based and corporate training. It combines features of mobile learning and micro-learning to deliver small learning units and short-term learning activities. The current study uses the lens of the Self-Determination Theory of motivation and proposes a series of…
Descriptors: High School Students, Learning Motivation, Personal Autonomy, Psychological Needs
Wu, Ting-Ting – Journal of Computer Assisted Learning, 2018
Memorizing English vocabulary is often considered uninteresting, and a lack of motivation exists during learning activities. Moreover, most vocabulary practice systems automatically select words from articles and do not provide integrated model methods for students. Therefore, this study constructed a mobile game-based English vocabulary practice…
Descriptors: Vocabulary Development, Learning Motivation, Telecommunications, Handheld Devices
Wang, Y.-H. – Journal of Computer Assisted Learning, 2017
This study aimed to explore whether integrating augmented reality (AR) techniques could support a software editing course and to examine the different learning effects for students using online-based and AR-based blended learning strategies. The researcher adopted a comparative research approach with a total of 103 college students participating…
Descriptors: College Students, Computer Software, Computer System Design, Blended Learning
Martí-Parreño, J.; Méndez-Ibáñez, E.; Alonso-Arroyo, A. – Journal of Computer Assisted Learning, 2016
The use of games in education represents a promising tool to motivate and engage students in their learning process. Most of previous research on the topic has focused to develop theoretical frameworks or to conduct experiments as a means to analyse learning outcomes such as knowledge retention, problem-solving skills gains or attitudes toward…
Descriptors: Educational Games, Bibliometrics, Data Collection, Data Analysis
Suh, S.; Kim, S. W.; Kim, N. J. – Journal of Computer Assisted Learning, 2010
This study investigated the effectiveness of massive multiplayer online role-playing game (MMORPG)-based (massive multiplayer online role-playing game) instruction in elementary English education. The effectiveness of the MMORPG program was compared with face-to-face instruction and the independent variables (gender, prior knowledge, motivation…
Descriptors: Foreign Countries, Games, Prior Learning, Learning Motivation