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Alonso-Fernández, Cristina; Martínez-Ortiz, Iván; Caballero, Rafael; Freire, Manuel; Fernández-Manjón, Baltasar – Journal of Computer Assisted Learning, 2020
Serious games have proven to be a powerful tool in education to engage, motivate, and help students learn. However, the change in student knowledge after playing games is usually measured with traditional (paper) prequestionnaires-postquestionnaires. We propose a combination of game learning analytics and data mining techniques to predict…
Descriptors: Case Studies, Teaching Methods, Game Based Learning, Student Motivation
Zhang, Lu; Shang, Junjie; Pelton, Tim; Pelton, Leslee Francis – Journal of Computer Assisted Learning, 2020
With the advent of mobile technologies, well-designed fraction apps can be used to help children gain fraction knowledge, a challenging topic for both teachers and students. The present pilot study adopted a quasi-experimental design to investigate whether children can learn fraction concepts equally well if half of the lesson time (20 min) is…
Descriptors: Elementary School Students, Fractions, Computer Games, Educational Games
Barrot, Jessie S. – Journal of Computer Assisted Learning, 2018
The increasing popularity of Facebook has prompted scholars and educators to explore its potentials as a learning environment for various fields of education. Along this line, several reviews of literature have been written about the educational use of Facebook; however, none of them have focused on a specific field of interest such as language…
Descriptors: Social Media, Second Language Learning, Second Language Instruction, Teaching Methods
Abdel Latif, Muhammad M. M. – Journal of Computer Assisted Learning, 2021
The 'research-teaching nexus' means integrating disciplined-based research into course content to develop students' research ability. Though such integration has been investigated in various higher education content areas, no previous CALL teacher education research seems to have addressed it. This study explored how research should be integrated…
Descriptors: Graduate Students, Action Research, Computer Assisted Instruction, Second Language Learning
Lakhal, Sawsen; Mukamurera, Joséphine; Bédard, Marie-Eve; Heilporn, Géraldine; Chauret, Mélodie – Journal of Computer Assisted Learning, 2021
Blended synchronous learning (BSL) represents several contexts that enable to bring remote students into the classroom, in real time, by the means of videoconferencing, web conferencing and virtual world. As BSL seems to be more and more implemented in many higher education institutions, especially in the current context of the COVID-19 pandemic,…
Descriptors: Foreign Countries, Blended Learning, Synchronous Communication, Teleconferencing
Kurt, M.; Bensen, H. – Journal of Computer Assisted Learning, 2017
This paper moves away from reminiscent mechanical repetition and drills, which were in vogue when teaching vocabulary before the rise of technology. With the support of technology, innovative methodologies that are more effective and enjoyable can be implemented into vocabulary teaching. In this particular context, there seems to be a lack of…
Descriptors: Visualization, Technology Integration, Vocabulary Development, Video Technology
Masek, M.; Boston, J.; Lam, C. P.; Corcoran, S. – Journal of Computer Assisted Learning, 2017
Concepts from the Australian mathematics curriculum on fractions were used as core elements to design three computer games. In each game, the concepts were presented in the form of tangible puzzles, customized to a difficulty level based on student capability. The games were integrated into a single virtual game world, and a fantasy story was used…
Descriptors: Fractions, Blended Learning, Video Games, Mastery Learning
Ronimus, Miia; Eklund, Kenneth; Westerholm, Jari; Ketonen, Ritva; Lyytinen, Heikki – Journal of Computer Assisted Learning, 2020
We used a randomized controlled trial to investigate if a mobile game, GraphoLearn (GL), could effectively support the learning of first graders (N = 70), who have severe difficulties in reading and spelling. We studied the effects of two versions of the game: GL Reading, which focused on training letter-sound correspondence and word reading; and…
Descriptors: Game Based Learning, Computer Games, Educational Games, Handheld Devices
Truzoli, Roberto; Pirola, Veronica; Conte, Stella – Journal of Computer Assisted Learning, 2021
The lockdown due to COVID-19 in Italy resulted in the sudden closure of schools, with a shift from traditional teaching to the online one. Through an online questionnaire, this survey explores teachers' experience of online teaching, the level of risk factors (e.g., stress) and protective factors (e.g., locus of control) and their impact on…
Descriptors: Risk, Stress Variables, Depression (Psychology), Mental Health
Montrieux, H.; Raes, A.; Schellens, T. – Journal of Computer Assisted Learning, 2017
A quasi-experimental study was set up in secondary education to study the role of teachers while implementing tablet devices in science education. Three different classroom scripts that guided students and teachers' actions during the intervention on two social planes (group and classroom level) are compared. The main goal was to investigate which…
Descriptors: Secondary School Teachers, Quasiexperimental Design, Teacher Role, Handheld Devices
Meehan, Maria; McCallig, John – Journal of Computer Assisted Learning, 2019
We apply Carroll's model of school learning, which theorizes about the relationship between time and learning, to motivate the design of a large, first-year, university mathematics course, where students have the choice to attend lectures and/or watch online videos. The theoretical model informs how the course and resources are designed in order…
Descriptors: Time on Task, Video Technology, Learning Processes, Correlation
Gu, Xiaoqing; Cai, Huiying – Journal of Computer Assisted Learning, 2019
A semantic diagram tool is proposed in this study in order to structure collaborative problem solving (CPS) based on cognitive load theory (CLT). To investigate its effects on transaction cost and the deepening of user understandings, a comparative quasi-experiment was designed and conducted with 49 participants from a university in East China.…
Descriptors: Semantics, Cooperative Learning, Cognitive Ability, Foreign Countries
Chen, Ming-Puu; Lord, Asta Y. Z.; Cheng, Yu-Yao; Tai, Ku-Chou; Pan, Wen-Harn – Journal of Computer Assisted Learning, 2020
Reflective judgement is crucial for medical-related practitioners in dealing with controversial issues. However, the conformity phenomenon is likely to occur and interfere with reflective judgement learning during interactive activities. Effective strategies are required to moderate the conformity behaviour tendency (CBT) and improve reflective…
Descriptors: Reflection, Decision Making, Physicians, Health Personnel
Parong, Jocelyn; Mayer, Richard E. – Journal of Computer Assisted Learning, 2021
As immersive virtual reality (IVR) systems proliferate in classrooms, it is important to understand how they affect learning outcomes and the underlying affective and cognitive processes that may cause these outcomes. Proponents argue that IVR could improve learning by increasing positive affective and cognitive processing, thereby supporting…
Descriptors: Virtual Classrooms, Cognitive Processes, Affective Behavior, Comparative Analysis
Zhang, Yining; Lin, Chin-Hsi – Journal of Computer Assisted Learning, 2021
This study extends the community of inquiry (CoI) framework and self-regulated learning (SRL) theory through an exploration of the structural relationships among existing CoI variables, learning presence (i.e., self-efficacy and online SRL strategy) and learning outcomes in the context of K-12 online learning. To help understand the influence of…
Descriptors: Mentors, Communities of Practice, Metacognition, Self Efficacy

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