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Lin, Yu-Ren – Journal of Computer Assisted Learning, 2018
The present study defined three levels of contextualized media and investigated their influences on students' science attitudes, comprehension, and argumentation. To achieve the purpose, an online game-based science argumentation (OGSA) program was developed for the experiments (N = 148). The OGSA included three versions for student argumentation…
Descriptors: Computer Games, Science Instruction, Persuasive Discourse, Prior Learning
Vössing, J.; Stamov-Roßnagel, C.; Heinitz, K. – Journal of Computer Assisted Learning, 2017
Metacomprehension as reflected in judgements of one's learning is crucial for self-regulated study, yet their accuracy is often low. We investigated text difficulty as a constraint on metacomprehension accuracy in text learning. A total of 235 participants studied a 10-section expository text and afterwards took a knowledge test. They made…
Descriptors: Difficulty Level, Comprehension, Accuracy, Evaluative Thinking
Chen, Hsiu-Ling; Chuang, Yun-Chi – Journal of Computer Assisted Learning, 2021
The present study introduced Ren'py software as a digital storytelling (DST) tool to explore the effective use of digital game design learning in promoting critical thinking among high school students. A sample of 46 high school students enrolled in "Thinking Utopia," an elective course in critical thinking for civics education, was put…
Descriptors: Story Telling, Educational Games, Computer Games, High School Students
Villar-Aldonza, Adriano – Journal of Computer Assisted Learning, 2023
Background: The growth of teaching practices conducted to promote cognitive activation and active participation in the classroom in recent years has become the epicentre of an active debate regarding their effectiveness. Objectives: This study is aimed to shed some light on this topic by empirically analysing the causes and consequences of more…
Descriptors: Teaching Styles, Teaching Methods, Instructional Effectiveness, Achievement Tests
Wang, Y.-H. – Journal of Computer Assisted Learning, 2017
This study aimed to explore whether integrating augmented reality (AR) techniques could support a software editing course and to examine the different learning effects for students using online-based and AR-based blended learning strategies. The researcher adopted a comparative research approach with a total of 103 college students participating…
Descriptors: College Students, Computer Software, Computer System Design, Blended Learning
Eichmann, Beate; Greiff, Samuel; Naumann, Johannes; Brandhuber, Liene; Goldhammer, Frank – Journal of Computer Assisted Learning, 2020
In this explorative study, we investigate how sequences of behaviour are related to success or failure in complex problem-solving (CPS). To this end, we analysed log data from two different tasks of the problem-solving assessment of the Programme for International Student Assessment 2012 study (n = 30,098 students). We first coded every…
Descriptors: Behavior Patterns, Difficulty Level, Problem Solving, Success
Ucar, Hasan; Kumtepe, Alper Tolga – Journal of Computer Assisted Learning, 2020
This exploratory experimental study investigates the impact of motivational strategies based on the Attention, Relevance, Confidence, Satisfaction, and Volition (ARCS-V) model on online learners' academic performance, motivation, volition, and course interest. The research was conducted over an 11-week semester with 122 undergraduate online…
Descriptors: Motivation Techniques, Student Motivation, Online Courses, Electronic Learning
Allan Mesa Canonigo – Journal of Computer Assisted Learning, 2024
Motivation: This research investigates the transformative impact of integrating AI into mathematics education, aiming to enhance students' conceptual understanding and self-efficacy. It addresses the crucial need for innovative teaching methods in response to contemporary challenges in education and aims to fill gaps in understanding the potential…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Mathematics Instruction, Problem Solving
Wafa Mohammed Aldighrir; Fatima's Mohamed Asiri – Journal of Computer Assisted Learning, 2025
Background: As educational institutions increasingly operate as multicultural hubs, leaders must navigate the complexities of cultural differences, language barriers and diverse learning styles in digital environments. These challenges are amplified by the lack of non-verbal cues and the asynchronous nature of online communication, which can lead…
Descriptors: Foreign Countries, Test Construction, Measures (Individuals), Test Validity
Yang, Jie Chi; Chung, Ching-Jung; Chen, Mei-Shan – Journal of Computer Assisted Learning, 2022
Background: Performance goal orientations are influential motivational factors for predicting learning performance. However, a lack of attention has been paid to investigating the effects of performance goal orientations on learning performance and in-game performance in the context of digital game-based learning. Objectives: This study…
Descriptors: Educational Games, Game Based Learning, Academic Achievement, Goal Orientation
Almusharraf, Asma; Bailey, Daniel – Journal of Computer Assisted Learning, 2023
Background: Language learners are taking advantage of the increased accuracy afforded by machine translation (MT) tools like Google Translate. There is a growing debate as to whether these tools support or hinder English as a foreign language (EFL) education. Some EFL students are drawn to MT tools to save time and energy when communicating, but…
Descriptors: Translation, Computational Linguistics, Language Acquisition, Second Language Learning
Menabò, Laura; Sansavini, Alessandra; Brighi, Antonella; Skrzypiec, Grace; Guarini, Annalisa – Journal of Computer Assisted Learning, 2021
Background: The rapid spread of COVID-19 forced many countries to adopt severe containment measures, transferring all didactic activities into virtual environments. However, the integration of technology in teaching may present difficulties, especially in some countries, such as Italy. Objectives: The present study analyzed how the two main…
Descriptors: Technology Integration, Intention, Adoption (Ideas), Electronic Learning
Heo, Heeok; Bonk, Curtis J.; Doo, Min Young – Journal of Computer Assisted Learning, 2021
Background: Due to the global COVID-19 pandemic, online learning became the only way to learn during this unprecedented crisis. This study began with a simple but vital question: What factors influenced the success of online learning during the COVID-19 pandemic with a focus on online learning self-efficacy? Objectives: The purpose of this study…
Descriptors: Learner Engagement, Technology Integration, Technological Literacy, Self Efficacy
Javora, Ondrej; Hannemann, Tereza; Volná, Kristina; Dechterenko, Filip; Tetourová, Tereza; Stárková, Tereza; Brom, Cyril – Journal of Computer Assisted Learning, 2021
The present study investigates affective-motivational, attention, and learning effects of unexplored emotional design manipulation: "Contextual animation" (animation of contextual elements) in multimedia learning game (MLGs) for children. Participants (N = 134; M[subscript age] = 9.25; Grades 3 and 4) learned either from an experimental…
Descriptors: Animation, Context Effect, Multimedia Materials, Instructional Materials
Labus, A.; Despotovic-Zrakic, M.; Radenkovic, B.; Bogdanovic, Z.; Radenkovic, M. – Journal of Computer Assisted Learning, 2015
This paper reports on the investigation of the possibilities of enhancing the formal e-learning process by harnessing the potential of informal game-based learning on social networks. The goal of the research is to improve the outcomes of the formal learning process through the design and implementation of an educational game on a social network…
Descriptors: Electronic Learning, Learning Processes, Social Networks, Educational Games

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