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Showing 196 to 210 of 961 results Save | Export
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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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Wang, Yang; Liu, Qingtang – Journal of Computer Assisted Learning, 2020
This study analysed the instructors' teaching presence of three courses conducted by an instructor to explore the effects of the instructors' online teaching presence on students' interactions and collaborative knowledge constructions. Content analysis, social network analysis, and lag sequential analysis were used to explore the mechanism of…
Descriptors: Online Courses, Teacher Student Relationship, Cooperative Learning, Electronic Learning
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Liu, Caihua; Zowghi, Didar; Kearney, Matthew; Bano, Muneera – Journal of Computer Assisted Learning, 2021
Recent years have seen a growing call for inquiry-based learning in science education, and mobile technologies are perceived as increasingly valuable tools to support this approach. However, there is a lack of understanding of mobile technology-supported inquiry-based learning (mIBL) in secondary science education. More evidence-based, nuanced…
Descriptors: Active Learning, Inquiry, Electronic Learning, Technology Integration
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Arguedas, Marta; Daradoumis, Thanasis – Journal of Computer Assisted Learning, 2021
There is a lack of studies that examine the role of a pedagogical agent on student development in a specific learning situation that involves psychological and cognitive preparatory activities in high school settings. We examined the effectiveness of pedagogical agent (APT) cognitive and affective feedback on learner motivation and well-being. We…
Descriptors: High School Students, Feedback (Response), Learning Motivation, Well Being
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Ma, Long; Lee, Chei Sian – Journal of Computer Assisted Learning, 2021
While the educational disruption caused by the COVID-19 pandemic underscores the importance of blended learning in higher education, research on the effectiveness of blended learning is still inconclusive. Drawing from the motivational design model of the ARCS (i.e., attention, relevance, confidence, and satisfaction), this study attempts to fill…
Descriptors: Blended Learning, Program Evaluation, Program Effectiveness, Attention
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Xin Gong; Weiqi Xu; Ailing Qiao; Zhixia Li – Journal of Computer Assisted Learning, 2025
Background: Robot programming can simultaneously cultivate learners' computational thinking (CT) and spatial thinking (ST). However, there is a noticeable gap in research focusing on the micro-level development patterns of learners' CT and ST and their interconnections. Objectives: This study aims to uncover the intricate development patterns and…
Descriptors: Mental Computation, Thinking Skills, Skill Development, Robotics
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Osman Özdemir – Journal of Computer Assisted Learning, 2025
Background: In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are…
Descriptors: Game Based Learning, Video Games, Academic Achievement, Student Motivation
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Changhong Peng; Weixing Gu; Liping Jiang – Journal of Computer Assisted Learning, 2025
Background Study: In the field of English as a foreign language education, receptive skills such as listening and reading play a vital role in learners' academic success and professional development. These skills not only improve language comprehension but also facilitate language production. Objectives: Therefore, the primary objective of this…
Descriptors: Foreign Countries, Telecommunications, Metacognition, Second Language Learning
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Xue Zhou; Peter Wolstencroft; Lilian N. Schofield; Lei Fang – Journal of Computer Assisted Learning, 2025
Background: The digital literacy landscape has undergone significant changes over the last 5 years, from the impact of the COVID-19 pandemic to the emergence of Artificial Intelligence (AI) technologies. The COVID-19 pandemic hastened the necessity for advanced digital skills for remote work and online collaboration, while the current AI era…
Descriptors: College Graduates, Alumni, Employer Attitudes, Digital Literacy
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Niu, Liwei; Wang, Xinghua; Wallace, Matthew P.; Pang, Hui; Xu, Yanping – Journal of Computer Assisted Learning, 2022
Background: In view of the widespread use of digital technologies in English as a foreign language (EFL) learning and the importance of students' approaches to learning (SAL) and digital competence, as well as the threats of technostress in digital settings, digital EFL learning requires a critical examination. Objectives: This study sought to…
Descriptors: English (Second Language), Educational Technology, Electronic Learning, Second Language Learning
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Chunqi Li; Lishi Liang; Luke K. Fryer; Alex Shum – Journal of Computer Assisted Learning, 2024
Background: Leaderboards are among the most popular gamification elements in education. Some studies have implemented leaderboards and reported their individual effects on students' learning. Despite the emergence of relevant empirical studies, most of the existing reviews have only investigated the holistic impact of gamification. No previous…
Descriptors: Higher Education, Gamification, Evidence Based Practice, Learning Motivation
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Piia Näykki; Saara Pyykkönen; Jenni Latva-aho; Tuula Nousiainen; Emilia Ahlström; Tapio Toivanen – Journal of Computer Assisted Learning, 2024
Background: In recent years, the use of virtual reality (VR) environments for education has gained interest in research and education. However, little is known about the potential of social VR environments for collaborative learning. Objectives: This study explores pre-service teachers' (PSTs') collaborative learning and role-based drama activity,…
Descriptors: Computer Simulation, Cooperative Learning, Preservice Teachers, Drama
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Ridwan Whitehead; Andy Nguyen; Sanna Järvelä – Journal of Computer Assisted Learning, 2024
Background: The necessity of supporting socially shared regulation of learning (SSRL) for learners is widely acknowledged as a crucial element for successful collaborative learning (CL). However, inherent challenges are presented for the observation, study, and support of SSRL. Non-verbal behaviours have been identified as a potentially rich…
Descriptors: Nonverbal Communication, Eye Movements, Secondary School Students, Group Activities
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Fengfeng Ke; Chih-Pu Dai; Luke West – Journal of Computer Assisted Learning, 2024
Background: Game-based learning can frame problem-solving as a sense-making experience with domain-specific tasks for school students. However, multiple challenges arise when trying to support learners in such a complex, problem-oriented learning environment. Objectives and Methods: With an architecture-themed mathematics learning game, we…
Descriptors: Middle School Students, Student Experience, Mathematics Education, Game Based Learning
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Zirou Lin; Hanbing Yan; Li Zhao – Journal of Computer Assisted Learning, 2024
Background: Peer assessment has played an important role in large-scale online learning, as it helps promote the effectiveness of learners' online learning. However, with the emergence of numerical grades and textual feedback generated by peers, it is necessary to detect the reliability of the large amount of peer assessment data, and then develop…
Descriptors: Peer Evaluation, Automation, Grading, Models
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