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Showing 1 to 15 of 45 results Save | Export
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Carl Boel; Tijs Rotsaert; Martin Valcke; Tammy Schellens – Journal of Computer Assisted Learning, 2025
Background: As immersive virtual reality (IVR) is increasingly being used by teachers worldwide, it becomes pressing to investigate how this technology can foster learning processes. Several authors have pointed to this need, as results on the effectiveness of IVR for learning are still inconclusive. Objectives: To address this gap, we first…
Descriptors: Artificial Intelligence, Computer Simulation, Learning Strategies, Middle School Students
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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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Linghong Li; Martin Valcke; Linda Badan; Christoph Anderl – Journal of Computer Assisted Learning, 2024
Background study: Chinese tone pronunciation instruction gains increasingly attention and various instructional strategies have been studied to develop effective tones in students. Students usually listen to successful pronunciation stimuli provided by the teacher or peers, to be copied by themselves. However, individuals seem more sensitive to…
Descriptors: Second Language Instruction, Second Language Learning, Chinese, Intonation
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Tomoko Yabukoshi; Atsushi Mizumoto – Journal of Computer Assisted Learning, 2024
Background: While self-regulated learning (SRL) strategy-based writing instruction has been proposed in English as a foreign language (EFL) classrooms, there is insufficient evidence with Japanese EFL learners and little discussion on incorporating online resources into SRL strategy-based writing instruction, despite the availability of various…
Descriptors: Writing (Composition), Educational Technology, Self Management, Learning Strategies
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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
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Lu Zhang; Yue Lei; Tim Pelton; Leslee Francis Pelton; Junjie Shang – Journal of Computer Assisted Learning, 2024
Background: Digital game-based learning (DGBL) has the potential to provide a gender inclusive learning environment for children. Objective: The present study aimed to explore gendered differences among primary school learners in grades three, four, and five within the context of game-based fraction learning from cognitive, motivational and…
Descriptors: Gender Differences, Game Based Learning, Mathematics Education, Electronic Learning
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Davy Tsz Kit Ng; Chen Xinyu; Jac Ka Lok Leung; Samuel Kai Wah Chu – Journal of Computer Assisted Learning, 2024
Background: As the significance of artificial intelligence (AI) continues to increase, there is a need for effective scaffolding and support for novice learners. Educators have encountered challenges in effectively scaffolding novice learners AI concepts, and providing appropriate motivational support. Research evidence has shown the potential of…
Descriptors: Artificial Intelligence, Novices, Scaffolding (Teaching Technique), Game Based Learning
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Cynthia Y. Delgado; Richard E. Mayer – Journal of Computer Assisted Learning, 2025
Background: In recent years, immersive virtual reality in education has garnered attention, however, there have been mixed findings on the efficacy of IVR in education. Thus, exploring which strategies are effective in transferring learning from IVR to real-world applications is imperative. Objective: This study aims to investigate the efficacy of…
Descriptors: Computer Simulation, Experiential Learning, Instructional Effectiveness, Transfer of Training
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Peidi Gu; Zui Cheng; Cheng Miaoting; John Poggio; Yan Dong – Journal of Computer Assisted Learning, 2025
Background: Today, the importance of STEM (Science, Technology, Engineering and Mathematics) education and training is widely recognised and accepted. Computer programming courses have become essential in higher education to nurture students' programming, analysis and computational skills, which are vital for success in all STEM fields and areas.…
Descriptors: Active Learning, Student Projects, Individualized Instruction, Student Motivation
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Hans G. K. Hummel; Rob Nadolski; Hugo Huurdeman; Giel van Lankveld; Konstantinos Georgiadis; Aad Slootmaker; Hub Kurvers; Mick Hummel; Petra Neessen; Johan van den Boomen; Ron Pat-El; Julia Fischmann – Journal of Computer Assisted Learning, 2024
Background: Complex skills, like analytical thinking, are essential in preparing students for future professions. Serious games hold potential to stimulate the online acquisition of such professional skills in an active and experiential way. Objective: Rubrics are proven assessment and evaluation instruments, but were never directly integrated…
Descriptors: Game Based Learning, Scoring Rubrics, Educational Games, Computer Simulation
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Yin-Rong Zhang; Zhong-Mei Han; Tao He; Chang-Qin Huang; Fan Jiang; Gang Yang; Xue-Mei Wu – Journal of Computer Assisted Learning, 2025
Background: Collaborative programming is important and challenging for K12 students. Scaffolding is a vital method to support students' collaborative programming learning. However, conventional scaffolding that does not fade may lead students to become overly dependent, resulting in unsatisfactory programming performance. Objectives: This study…
Descriptors: Middle School Students, Grade 8, Scaffolding (Teaching Technique), Programming
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Timothy Gallagher; Bert Slof; Marieke van der Schaaf; Ryo Toyoda; Yusra Tehreem; Sofia Garcia Fracaro; Liesbeth Kester – Journal of Computer Assisted Learning, 2024
Background: The potential of learning analytics dashboards in virtual reality simulation-based training environments to influence occupational self-efficacy via self-reflection phase processes in the Chemical industry is still not fully understood. Learning analytics dashboards provide feedback on learner performance and offer points of comparison…
Descriptors: Learning Analytics, Self Efficacy, Reflection, Chemistry
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Lee, Yuan-Hsuan – Journal of Computer Assisted Learning, 2023
Background: Implementing English medium instruction (EMI) has become a proliferating measure in higher education to embrace globalization. Nevertheless, university students reported various challenges in taking EMI courses. Objectives: This study investigated the effect of the computer-mediated terminology pretraining on university students' EMI…
Descriptors: Teaching Methods, Language of Instruction, Comparative Analysis, English (Second Language)
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Lin, Chih-Chung; Barrett, Neil E.; Liu, Gi-Zen – Journal of Computer Assisted Learning, 2021
Context-aware ubiquitous learning (CAUL) technology provides language learners with interactive learning environments and has been found to increase learning effectiveness and self-efficacy due to student interaction, discussion and evaluation of the entire learning process. This study used a mobile-based ubiquitous learning system combined with a…
Descriptors: English (Second Language), Handheld Devices, Cooperative Learning, Second Language Learning
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Skjelbred, Siv-Elisabeth; Daus, Stephan – Journal of Computer Assisted Learning, 2022
Background: The development and promotion of educational games are still outpacing knowledge of these games' effects, raising calls for evidence of benefits and challenges. Studies suggest that students and teachers like games, but the payoff of the investment in terms of increased motivation and achievement remains unclear. Objectives: This study…
Descriptors: Marketing, Simulation, Game Based Learning, Student Motivation
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