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Showing 481 to 495 of 961 results Save | Export
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Juliana do Amaral; Ladislao Salmerón; Davi Alves Oliveira – Journal of Computer Assisted Learning, 2025
Background: Misconceptions are unjustified beliefs about a topic. Nonetheless, they are pervasive among educational practitioners. Although the internet can be a powerful tool to learn and debunk misconceptions, their use requires competencies like navigating through search engine results pages (SERPs), evaluating the reliability of content, and…
Descriptors: Eye Movements, Second Language Learning, Second Language Instruction, Computer Assisted Instruction
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Yeh, Y. -c.; Lin, C. S. – Journal of Computer Assisted Learning, 2018
Although cultivating creativity is greatly emphasized in elementary school education and that digital games can be a promising tool for improving creativity, little research has been conducted to identify and explore how player-related factors might influence the learning outcomes of digital creativity games. This study identifies 3 individual…
Descriptors: Goal Orientation, Academic Achievement, Structural Equation Models, Self Efficacy
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Yildiz Durak, Hatice – Journal of Computer Assisted Learning, 2018
The aim of this study is to investigate the effect of students' flipped learning readiness (FLR) on engagement, programming self-efficacy, attitude towards programming, and interaction intensity in the information and technology classrooms where programming is taught with the flipped classroom (FC) model. The study group of this research, which is…
Descriptors: Teaching Methods, Middle School Students, Blended Learning, Self Efficacy
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Wang, Tingting; Zheng, Juan; Tan, Chengyi; Lajoie, Susanne P. – Journal of Computer Assisted Learning, 2023
Background: Computer-based scaffolding has been intensively used to facilitate students' self-regulated learning (SRL). However, most previous studies investigated how computer-based scaffoldings affected the cognitive aspect of SRL, such as knowledge gains and understanding levels. In contrast, more evidence is needed to examine the effects of…
Descriptors: Metacognition, Scaffolding (Teaching Technique), Computer Assisted Instruction, Intelligent Tutoring Systems
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Froehlich, Laura; Sassenberg, Kai; Jonkmann, Kathrin; Scheiter, Katharina; Stürmer, Stefan – Journal of Computer Assisted Learning, 2023
Background: The use of e-exams in higher education is increasing. However, the role of student diversity in the acceptance of e-exams is an under-researched topic. In the current study, we considered student diversity in terms of three sociodemographic characteristics (age, gender, and second language) and three dispositional student…
Descriptors: Student Diversity, Student Attitudes, Computer Assisted Testing, Student Characteristics
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Jenny Yun-Chen Chan; Avery H. Closser; Vy Ngo; Hannah Smith; Allison S. Liu; Erin Ottmar – Journal of Computer Assisted Learning, 2023
Background: Prior work has shown that middle school students struggle with algebra and that game-based educational technologies, such as DragonBox and From Here to There!, are effective at improving students' algebraic performance. However, it remains unclear which aspects of algebraic knowledge shift as a result of playing these games and what…
Descriptors: Teaching Methods, Game Based Learning, Middle School Students, Algebra
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Lee, Yuan-Hsuan – Journal of Computer Assisted Learning, 2022
Background: Processing and comprehending information from multiple sources have been a primary means of learning and are essential 21st-century skills to construct knowledge for a deeper understanding. Objectives This study examined students' individual differences in search strategies and internet epistemic beliefs as well as the effect of…
Descriptors: Reading Comprehension, Search Strategies, Online Searching, Internet
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Yen, M.-H.; Chen, S.; Wang, C.-Y.; Chen, H.-L.; Hsu, Y.-S.; Liu, T.-C. – Journal of Computer Assisted Learning, 2018
This article develops a framework for self-regulated digital learning, which supports for self-regulated learning (SRL) in e-learning systems. The framework emphasizes 8 features: learning plan, records/e-portfolio and sharing, evaluation, human feedback, machine feedback, visualization of goals/procedures/concepts, scaffolding, and agents. Each…
Descriptors: Independent Study, Electronic Learning, Models, Online Courses
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Fangzhou Jin; Xiangmei Peng; Lanfang Sun; Zicong Song; Keyi Zhou; Chin-Hsi Lin – Journal of Computer Assisted Learning, 2025
Background: There are various challenges to teachers' use of generative artificial intelligence (GenAI) for professional learning. Although GenAI is expected to play a transformative role in teachers' learning, its impact on them remains subtle. Objectives: Guided by community of practice, this paper examines the integration of GenAI into an…
Descriptors: Artificial Intelligence, Communities of Practice, Technology Uses in Education, Experienced Teachers
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Sun, Lihui; Hu, Linlin; Yang, Weipeng; Zhou, Danhua; Wang, Xiaoqian – Journal of Computer Assisted Learning, 2021
Computational thinking (CT) plays a vital role in the fields of science, technology, engineering and mathematics (STEM). However, whether students' learning attitude towards STEM is related to their CT skills remains unknown. Two studies were conducted to address this knowledge gap. In Study 1, we validated a newly developed STEM learning attitude…
Descriptors: STEM Education, Predictor Variables, Computer Science, Thinking Skills
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Tsay, Crystal Han-Huei; Kofinas, Alexander K.; Trivedi, Smita K.; Yang, Yang – Journal of Computer Assisted Learning, 2020
Learners in the higher education context who engage with computer-based gamified learning systems often experience the novelty effect: a pattern of high activity during the gamified system's introduction followed by a drop in activity a few weeks later, once its novelty has worn off. We applied a two-tiered motivational, online gamified learning…
Descriptors: Higher Education, College Students, Computer Games, Game Based Learning
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Pellas, Nikolaos – Journal of Computer Assisted Learning, 2023
Background: Owing to the exponential growth of three-dimensional (3D) environments amongst researchers and educators to create simulation games (SGs) in primary education, there is a growing interest to examine their potential support in computer science courses instead of visual programming environments. Objectives: This study explores the…
Descriptors: Computation, Thinking Skills, Programming, Skill Development
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Dipali Basumatary; Ranjan Maity – Journal of Computer Assisted Learning, 2024
Background: Augmented reality can provide a 3D virtual experience, widely used in modern education. However, the impact of these applications on the underdeveloped tribal community has yet to be investigated. To our knowledge, no markerless augmented reality application has been developed especially for learning the language of the Bodo tribe.…
Descriptors: Computer Simulation, Language Maintenance, Tribes, Teaching Methods
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McKenna, Brigid A.; Kopittke, Peter M. – Journal of Computer Assisted Learning, 2018
Quantifying student engagement with online learning resources on virtual learning environments such as BlackBoard is important in understanding how these technologies enhance the student learning. In the present study, it was examined when, and how often, first-year students accessed lecture recordings, lecture slides, and lecture notes via…
Descriptors: Learner Engagement, Science Instruction, Natural Resources, Science Curriculum
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Bossavit, B.; Parsons, S. – Journal of Computer Assisted Learning, 2018
Digital educational games research tends to lack ecological validity by not adequately taking into account the views and perspectives of children and young people with autism spectrum disorders (ASD). This paper is a pilot study that explores and analyses an academic-based educational game that was co-designed with and for young people with ASD.…
Descriptors: Autism, Outcomes of Education, Computer Games, Teaching Methods
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