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Georgia Iatraki; Tassos A. Mikropoulos – Journal of Computer Assisted Learning, 2025
Background: Students with disabilities are encouraged to achieve rigorous academic standards in science to enhance their understanding of the natural world, acquire life skills and prepare for their successful careers. Augmented reality (AR) enriches the physical world experiences benefiting all students, including those with Intellectual…
Descriptors: Students with Disabilities, Computer Simulation, Science Instruction, Water
Filiz Avci – Journal of Computer Assisted Learning, 2024
Background Study: Developments in science and technology, have created a need for technology-supported learning environments. Robotics is a technology widely used in science education. Collaborative learning is one of the methods used in education based on the constructivist approach. Using robotic and cooperative learning together is a new and…
Descriptors: Robotics, Teaching Methods, Academic Achievement, 21st Century Skills
Zhe Wang; Sara Abercrombie; Rachel Wong; Yuxin Ren; Shiting Dai – Journal of Computer Assisted Learning, 2024
Background: There are two major types of pictures that have been the focus of multimedia learning research, namely, seductive and interpretational pictures. Despite an increasing body of literature documenting the effects of either seductive or interpretational pictures added to text-based materials, there is a paucity of research explicitly…
Descriptors: Electronic Learning, Computers, Computer Assisted Instruction, Visual Aids
Pelin Yildirim; Gonca Kececi – Journal of Computer Assisted Learning, 2024
Background: Science history is a discipline that teaches the development of scientific thought and the discoveries of scientists. However, these topics can sometimes be abstract and difficult to understand. The use of technology can make the teaching of the history of science more effective, engaging, and accessible. By providing students with…
Descriptors: Science Instruction, Teaching Methods, Science History, Scientists
Tsai, Yu-Ling; Tsai, Chin-Chung – Journal of Computer Assisted Learning, 2020
This meta-analysis investigates the relative effectiveness of game-based science learning against other instructional methods (Gameplay design) as well as against science game variants enriched with mechanisms (Game-mechanism design). An overall medium effect size for Gameplay design (k = 14, N[subscript es] = 14, g[subscript RE] = 0.646, p =…
Descriptors: Game Based Learning, Science Instruction, Teaching Methods, Educational Games
Burke, Paul F.; Kearney, Matthew; Schuck, Sandy; Aubusson, Peter – Journal of Computer Assisted Learning, 2022
Background: Mobile learning studies often focus on teachers' perspectives. This study instead considers students' experiences of learning with mobile devices (i.e., m-learning) in secondary school mathematics and science. Objectives: The research aims to describe the m-learning experiences of secondary mathematics and science students, and to…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
Qian Huangfu; Qianmei He; Sisi Luo; Weilin Huang; Yahua Yang – Journal of Computer Assisted Learning, 2025
Background: Video lectures which include the teachers' presence have become increasingly common. As teacher enthusiasm is a nonverbal cue in video lectures, more and more studies are focusing on this topic. However, little research has been carried out on the interactions between teacher enthusiasm and prior knowledge when learning from video…
Descriptors: Chemistry, Science Instruction, Teacher Student Relationship, Teacher Response
Makransky, Guido; Wismer, Philip; Mayer, Richard E. – Journal of Computer Assisted Learning, 2019
The main objective of this study is to determine whether boys and girls learn better when the characteristics of the pedagogical agent are matched to the gender of the learner while learning in immersive virtual reality (VR). Sixty-six middle school students (33 females) were randomly assigned to learn about laboratory safety with one of two…
Descriptors: Educational Technology, Technology Uses in Education, Gender Differences, Computer Simulation
Pietarinen, Tarja; Vauras, Marja; Laakkonen, Eero; Kinnunen, Riitta; Volet, Simone – Journal of Computer Assisted Learning, 2019
This study examined affect during high school students' face-to-face collaborative inquiry learning in science, supported by the web-based software Virtual Baltic Sea Explorer. Self-reported affective states during the inquiry process in peer groups were related to evaluations of a group's collaboration and performance in three phases of…
Descriptors: High School Students, Inquiry, Cooperative Learning, Educational Technology
Bressler, Denise M.; Bodzin, Alec M.; Tutwiler, Michael Shane – Journal of Computer Assisted Learning, 2019
Previous research using collaborative mobile augmented reality games in science education revealed that such games can be used to promote learner engagement and have found that engagement in such mobile games is related to flow. This study investigated whether player's flow experience differed by achievement track, gender, or gender composition of…
Descriptors: Middle School Students, Grade 8, Science Instruction, Telecommunications
Rayyan, S.; Fredericks, C.; Colvin, K. F.; Liu, A.; Teodorescu, R.; Barrantes, A.; Pawl, A.; Seaton, D. T.; Pritchard, D. E. – Journal of Computer Assisted Learning, 2016
We describe three iterations of a Massive Open Online Course (MOOC) developed from online preparation materials for a reformed introductory physics classroom at the Massachusetts Institute of Technology, in which the teaching staff interact with small groups of students doing problems using an expert problem-solving pedagogy. The MOOC contains an…
Descriptors: Online Courses, Large Group Instruction, Physics, Science Instruction
Cheng, M.-T.; She, H.-C.; Annetta, L. A. – Journal of Computer Assisted Learning, 2015
Many studies have shown the positive impact of serious educational games (SEGs) on learning outcomes. However, there still exists insufficient research that delves into the impact of immersive experience in the process of gaming on SEG-based science learning. The dual purpose of this study was to further explore this impact. One purpose was to…
Descriptors: Science Instruction, Educational Games, Technology Uses in Education, Educational Technology
Su, C-H.; Cheng, C-H. – Journal of Computer Assisted Learning, 2015
This paper aims to investigate how a gamified learning approach influences science learning, achievement and motivation, through a context-aware mobile learning environment, and explains the effects on motivation and student learning. A series of gamified learning activities, based on MGLS (Mobile Gamification Learning System), was developed and…
Descriptors: Teaching Methods, Science Instruction, Science Achievement, Student Motivation