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Jelena Jovanovic; Dragan Gaševic; Lixiang Yan; Graham Baker; Andrew Murray; Danijela Gasevic – Journal of Computer Assisted Learning, 2024
Background: Learner profiles detected from digital trace data are typically triangulated with survey data to explain those profiles based on learners' internal conditions (e.g., motivation). However, survey data are often analysed with limited consideration of the interconnected nature of learners' internal conditions. Objectives: Aiming to enable…
Descriptors: Psychological Patterns, Networks, Profiles, Learning Processes
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Jiarui Hou; James F. Lee; Stephen Doherty – Journal of Computer Assisted Learning, 2025
Background: Recent research has demonstrated the potential of mobile-assisted learning to enhance learners' learning outcomes. In contrast, the learning processes in this regard are much less explored using eye tracking technology. Objective: This systematic review study aims to synthesise the relevant work to reflect the current state of eye…
Descriptors: State of the Art Reviews, Eye Movements, Electronic Learning, Handheld Devices
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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
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Buil, I.; Catalán, S.; Martínez, E. – Journal of Computer Assisted Learning, 2018
Business simulation games are a motivational and engaging tool for teaching business management. However, relatively little is known about what factors contribute to their success. This study explores the role of flow experienced while using business simulation games. Specifically, this research investigates the influence of challenge, skills,…
Descriptors: Undergraduate Students, Business Administration Education, Educational Games, Simulation
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Knörzer, L.; Brünken, R.; Park, B. – Journal of Computer Assisted Learning, 2016
The Cognitive-Affective Theory of Learning with Media postulates that affective factors as well as individual learner characteristics impact multimedia learning. The present study investigated how experimentally induced positive and negative emotions influence multimedia learning and how learner characteristics moderated this impact. Results…
Descriptors: Psychological Patterns, Multimedia Instruction, Student Characteristics, Learning Theories