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Bérénice Lemoine; Pierre Laforcade; Sébastien George – Journal of Computer Assisted Learning, 2025
Background: Training the memorization of declarative knowledge requires the repetitive presentation of various forms of factual questions to learners. Educational games designed for this purpose should offer activities that are both tailored to individual learners and varied to prevent boredom. Whilst the Technology-Enhanced Learning (TEL)…
Descriptors: Educational Games, Design, Computer Science Education, Training
Medeiros Machado, Guilherme; Bonnin, Geoffray; Castagnos, Sylvain; Hoareau, Lara; Thomas, Aude; Tazouti, Youssef – Journal of Computer Assisted Learning, 2023
Background: Early literacy and numeracy skills are developed during early childhood. Among the many factors that influence the development of such skills, the literature shows that the executive functions, especially the response inhibition (RI)--that is the capability to block out or to tune out what can be considered irrelevant information or…
Descriptors: Executive Function, Responses, Inhibition, Child Behavior
Shu-Fang Hsieh; Gwo-Jen Hwang – Journal of Computer Assisted Learning, 2025
Background: While both Content and Language Integrated Learning (CLIL) and Digital Game-Based Learning (DGBL) are widely recognised as effective methods to enhance bilingual education, their combination often leads to cognitive overload and fragmented learning experiences. In Taiwan's bilingual education context, where integrating English into…
Descriptors: Concept Mapping, Content and Language Integrated Learning, Computer Games, Educational Games
Jamshidifarsani, Hossein; Tamayo-Serrano, Paul; Garbaya, Samir; Lim, Theodore – Journal of Computer Assisted Learning, 2021
Training design for automatic skills has a vast domain of application, such as education, physical and cognitive rehabilitation, as well as sports, arts and professional training. Gamification concept used in technology-assisted training has the potential to increase motivation, engagement and adherence to the training programme. Currently, the…
Descriptors: Game Based Learning, Models, Computer Assisted Instruction, Task Analysis
Chen, Fei; Xia, Quansheng; Feng, Yan; Wang, Lan; Peng, Gang – Journal of Computer Assisted Learning, 2023
Background: Teaching Mandarin as a second language (L2) has become an important profession and an important research area. The acquisition of unaspirated and aspirated consonants in Mandarin has been reported to be rather challenging for L2 learners. Objectives: In the current study, a 3-D airflow model was integrated into the virtual talking head…
Descriptors: Computer Assisted Instruction, Second Language Instruction, Mandarin Chinese, Models
Tsai, Chun-Yen; Lin, Huann-shyang; Liu, Shu-Chiu – Journal of Computer Assisted Learning, 2020
The purpose of this study is to explore the effect of a pedagogical model of digital games on students' scientific competencies that are advocated by the Programme for International Student Assessment (PISA). As a single game-based learning strategy may not be enough to enhance such competencies, the online game in the current study incorporated…
Descriptors: Educational Games, Instructional Effectiveness, Achievement Tests, Foreign Countries
Junokas, M. J.; Lindgren, R.; Kang, J.; Morphew, J. W. – Journal of Computer Assisted Learning, 2018
Gestural recognition systems are important tools for leveraging movement-based interactions in multimodal learning environments but personalizing these interactions has proven difficult. We offer an adaptable model that uses multimodal analytics, enabling students to define their physical interactions with computer-assisted learning environments.…
Descriptors: Nonverbal Communication, Multimedia Instruction, Computer Assisted Instruction, Data Analysis
Frerejean, J.; van Strien, J. L. H.; Kirschner, P. A.; Brand-Gruwel, S. – Journal of Computer Assisted Learning, 2018
Although students often appear to be skilled in retrieving and making use of information from the internet, research shows that their information problem solving skills are overestimated. They show deficiencies in many of the necessary skills, such as generation of search terms, selection of sources, and critical processing of information. It is…
Descriptors: Problem Solving, Problem Based Learning, Skill Development, Training
Hooshyar, Danial; Yousefi, M.; Wang, M.; Lim, H. – Journal of Computer Assisted Learning, 2018
Although game-based learning has been increasingly promoted in education, there is a need to adapt game content to individual needs for personalized learning. Procedural content generation (PCG) offers a solution for difficulty in developing game contents automatically by algorithmic means as it can generate individually customizable game contents…
Descriptors: Educational Games, Computer Games, Data, Individualized Instruction
Kim, H. S.; Prevost, L.; Lemons, P. P. – Journal of Computer Assisted Learning, 2015
The understanding of core concepts and processes of science in solving problems is important to successful learning in biology. We have designed and developed a Web-based, self-directed tutorial program, "SOLVEIT," that provides various scaffolds (e.g., prompts, expert models, visual guidance) to help college students enhance their…
Descriptors: Biology, College Science, Scientific Concepts, Web Based Instruction
Rodriguez, P.; Nussbaum, M.; Dombrovskaia, L. – Journal of Computer Assisted Learning, 2012
The impact of information and communication technology (ICT) in primary and secondary education is still an open question. Following review of the available literature, we classify the causes of the lack of impact on students' attainment in four dimensions: (1) the design and implementation of ICT in educational settings; (2) the evaluation of its…
Descriptors: Information Technology, Influence of Technology, Computer Uses in Education, Elementary Secondary Education
Wong, L. -H.; Chen, W.; Jan, M. – Journal of Computer Assisted Learning, 2012
The rich learning resources and contexts learners experience in their everyday life could play important roles in complementing formal learning, but are often neglected by learners and teachers. In this paper, we present an intervention study in "Move, Idioms!", a mobile-assisted Chinese language learning approach that emphasizes contextualized…
Descriptors: Learning Activities, Teaching Methods, Group Activities, Web 2.0 Technologies
Scanlon, E.; Anastopoulou, S.; Kerawalla, L.; Mulholland, P. – Journal of Computer Assisted Learning, 2011
The Personal Inquiry project is an investigation into the role that technologies can play in enabling effective inquiry. While it is generally agreed that inquiry-based learning has potential for student learning, especially in science, three main challenges remain. The first is to provide effective support for inquiry learning, for both students…
Descriptors: Investigations, Inquiry, Computer Software, Active Learning
Zenios, Maria – Journal of Computer Assisted Learning, 2011
The aim of this paper is to provide an analytical model for studying knowledge creation among geographically dispersed students in an online postgraduate programme by using the concept of epistemic activity. Rooted in qualitative methodologies, it takes a case study approach which strengthens the grounding of theory on social learning by using…
Descriptors: Socialization, Computer Mediated Communication, Models, Cooperative Learning
Gogoulou, A.; Gouli, E.; Grigoriadou, M. – Journal of Computer Assisted Learning, 2008
In this paper, we present a synchronous text-based communication tool, referred to as Adaptive Communication Tool (ACT), which provides capabilities for adaptation and personalization. ACT supports both the free and the structured form of dialogue. The structured dialogue is implemented by two types of Scaffolding Sentence Templates (SST); i.e.…
Descriptors: Sentences, Computer Mediated Communication, Formative Evaluation, Dialogs (Language)

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