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Showing 346 to 360 of 961 results Save | Export
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Anna Flavia Di Natale; Claudia Repetto; Daniela Villani – Journal of Computer Assisted Learning, 2024
Background: Online synchronous learning in higher education frequently struggles to overcome the social presence gap, resulting in dissatisfaction and poor learning outcomes. Objectives: This study examined the effectiveness of desktop-based virtual reality (VR) social platforms compared to video conferencing (VC) platforms in enhancing students'…
Descriptors: Computer Simulation, Social Media, Computers, Teleconferencing
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Yan Shen – Journal of Computer Assisted Learning, 2024
Background: Instructional videos constitute a pivotal component in flipped learning. Despite their significance, there is a dearth of research specifically dedicated to instructional videos within the context of flipped classrooms. This paucity has led to an empirical void in verifying the efficacy of instructional videos in flipped learning…
Descriptors: Video Technology, Instructional Films, Flipped Classroom, Learner Engagement
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Melissa Mustika; Charles Y. C. Yeh; Hercy N. H. Cheng; Calvin C. Y. Liao; Tak-Wai Chan – Journal of Computer Assisted Learning, 2025
Background Study: The integration of mind maps as a prewriting activity has shown potential in enhancing students' writing skills, yet there is limited research focusing specifically on third-grade elementary students' descriptive narrative creative writing within technology-enhanced learning environments. The use of digital tools, such as writing…
Descriptors: Concept Mapping, Prewriting, Writing (Composition), Narration
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Hui Shi; Nuodi Zhang; Secil Caskurlu; Hunhui Na – Journal of Computer Assisted Learning, 2025
Background: The growth of online education has provided flexibility and access to a wide range of courses. However, the self-paced and often isolated nature of these courses has been associated with increased dropout and failure rates. Researchers employed machine learning approaches to identify at-risk students, but multiple issues have not been…
Descriptors: Artificial Intelligence, Natural Language Processing, Technology Uses in Education, At Risk Students
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Yorganci, Serpil – Journal of Computer Assisted Learning, 2020
This study investigates the effect of E-learning (EL), blended learning (BL) and flipped learning (FL) approaches on the mathematics achievement, self-regulation and mathematics self-efficacy. Participants consist of 163 first-year students attending an associate degree program (a 2-year program) of a state university. The EL, BL and FL settings…
Descriptors: Electronic Learning, Blended Learning, Mathematics Achievement, Self Efficacy
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Cohen, Anat; Soffer, Tal; Henderson, Michael – Journal of Computer Assisted Learning, 2022
Background: The rapid globalization along with the growing trend of openness and sharing approach enabled widespread of digital technologies all over the world. However, we can still find differences between countries in technology use and perceptions of usefulness for learning. Understanding students' use of educational technology and their…
Descriptors: Technology Uses in Education, Educational Technology, Electronic Learning, COVID-19
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Leeuwestein, Hanneke; Barking, Marie; Sodaci, Hande; Oudgenoeg-Paz, Ora; Verhagen, Josje; Vogt, Paul; Aarts, Rian; Spit, Sybren; de Haas, Mirjam; de Wit, Jan; Leseman, Paul – Journal of Computer Assisted Learning, 2021
Providing first language (L1) translations in L2 vocabulary interventions may be beneficial for L2 vocabulary learning. However, in linguistically diverse L2 classrooms, teachers cannot provide L1 translations to all children. Social robots do offer such opportunities, as they can be programmed to speak any combination of languages. This study…
Descriptors: Native Language, Translation, Second Language Learning, Vocabulary Development
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Gandolfi, Enrico – Journal of Computer Assisted Learning, 2022
Background: Online game communities are inhabited by millions of players daily with relevant learning opportunities and dynamics. However, little efforts have been done for exploring their potential. Objectives: The goal of this study is to explore if and how social learning processes are occurring in online game communities. Methods: n = 480…
Descriptors: Internet, Games, Socialization, Communities of Practice
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Cai, Ying; Pan, Zilong; Liu, Min – Journal of Computer Assisted Learning, 2022
Background: As a recently emerging innovative technology, augmented reality (AR) has become a popular tool for language learning. However, to date, very few meta-analytical studies has been conducted on AR in this field to understand its effectiveness on language learning. Objectives: This meta-analysis was conducted to systematically synthesize…
Descriptors: Computer Simulation, Technology Uses in Education, Second Language Learning, Meta Analysis
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Fountoukidou, Sofia; Matzat, Uwe; Ham, Jaap; Midden, Cees – Journal of Computer Assisted Learning, 2022
Background: Though pedagogical artificial agents are expected to play a crucial role in the years to come, earlier studies provide inconsistent results regarding their effect on learning. This might be because their potential for exhibiting subtle nonverbal behaviours we know from human teachers has been untapped. What is more, there is little…
Descriptors: Artificial Intelligence, Assistive Technology, Technology Uses in Education, Nonverbal Communication
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Guo, Lin – Journal of Computer Assisted Learning, 2022
Background: It has been assumed that prompting students to plan, monitor and evaluate their learning process could stimulate strategy use and thereby improve learning outcomes. Objectives: This study aimed to examine the effects of metacognitive prompts on students' self-regulated learning (SRL) and learning outcomes in the context of…
Descriptors: Metacognition, Independent Study, Learning Processes, Outcomes of Education
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Verwimp, Cara; Snellings, Patrick; Wiers, Reinout W.; Tijms, Jurgen – Journal of Computer Assisted Learning, 2023
Background: Learning which letters correspond to which speech sounds is fundamental for learning to read. Based on previous experimental studies, we developed a serious game aiming to boost letter-speech sound (L-SS) correspondences in a motivational game environment. Objectives: The goal of this study was to determine the efficacy of this game in…
Descriptors: Phoneme Grapheme Correspondence, Reading Instruction, Game Based Learning, Program Effectiveness
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Mohd Khairulnizam Ramlie; Ahmad Zamzuri Mohamad Ali – Journal of Computer Assisted Learning, 2024
Background: Effective communication in education employs diverse methods, with hologram technology representing teaching staff. Holograms, using different character realism levels, aim to sustain student interest and motivation. This study explores whether student valence, influenced by hologram tutor character appearance, significantly mediates…
Descriptors: Information Technology, Visual Aids, Computer Simulation, Student Interests
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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
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Gwo-Jen Hwang; Jalil Fathi; Masoud Rahimi – Journal of Computer Assisted Learning, 2025
Background: The utilisation of video-dubbing tasks, wherein learners record their voices over video clips to practise pronunciation, fluency, grammatical accuracy, and vocabulary use, is relatively novel in the English language learning context. Exploring the effectiveness of video-dubbing tasks can lead to more innovative and effective speaking…
Descriptors: English (Second Language), Second Language Learning, Speech Skills, Cognitive Processes
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