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Three Interaction Patterns on Asynchronous Online Discussion Behaviours: A Methodological Comparison
Jo, I.; Park, Y.; Lee, H. – Journal of Computer Assisted Learning, 2017
An asynchronous online discussion (AOD) is one format of instructional methods that facilitate student-centered learning. In the wealth of AOD research, this study evaluated how students' behavior on AOD influences their academic outcomes. This case study compared the differential analytic methods including web log mining, social network analysis…
Descriptors: Computer Mediated Communication, Interaction Process Analysis, Undergraduate Students, Predictor Variables
Jong, J-T.; Hong, J-C.; Yen, C-Y. – Journal of Computer Assisted Learning, 2013
The different designs of various interactive gaming controllers affect posture and muscle loading of the body. It is assumed that prolonged exposure to the interactive gaming controllers can affect the effectiveness in using the game for the purposes of learning. This study explores the differences in behavioural responses among students with…
Descriptors: Persistence, Children, Kindergarten, Mathematics
Kirschner, P. A.; Kreijns, K.; Phielix, C.; Fransen, J. – Journal of Computer Assisted Learning, 2015
Most distributed and virtual online environments for and pedagogies of computer-supported collaborative learning (CSCL) neglect the social and social-emotional aspects underlying the group dynamics of learning and working in a CSCL group. These group dynamics often determine whether the group will develop into a well-performing team and whether a…
Descriptors: Online Courses, Virtual Classrooms, Computer Uses in Education, Cooperative Learning
Klopfer, E.; Sheldon, J.; Perry, J.; Chen, V. H. -H. – Journal of Computer Assisted Learning, 2012
This paper provides a rationale for a class of mobile, casual, and educational games, which we call UbiqGames. The study is motivated by the desire to understand how students use educational games in light of additional distractions on their devices, and how game design can make those games appealing, educationally useful, and practical. In…
Descriptors: Electronic Learning, Educational Technology, Educational Games, Learning Activities
Wu, W-H.; Hsiao, H-C.; Wu, P-L.; Lin, C-H.; Huang, S-H. – Journal of Computer Assisted Learning, 2012
Past studies on the issue of learning-theory foundations in game-based learning stressed the importance of establishing learning-theory foundation and provided an exploratory examination of established learning theories. However, we found research seldom addressed the development of the use or failure to use learning-theory foundations and…
Descriptors: Constructivism (Learning), Educational Technology, Meta Analysis, Learning Theories
Rayyan, S.; Fredericks, C.; Colvin, K. F.; Liu, A.; Teodorescu, R.; Barrantes, A.; Pawl, A.; Seaton, D. T.; Pritchard, D. E. – Journal of Computer Assisted Learning, 2016
We describe three iterations of a Massive Open Online Course (MOOC) developed from online preparation materials for a reformed introductory physics classroom at the Massachusetts Institute of Technology, in which the teaching staff interact with small groups of students doing problems using an expert problem-solving pedagogy. The MOOC contains an…
Descriptors: Online Courses, Large Group Instruction, Physics, Science Instruction
Hooshyar, D.; Ahmad, R. B.; Yousefi, M.; Yusop, F. D.; Horng, S.-J. – Journal of Computer Assisted Learning, 2015
Intelligent tutoring and personalization are considered as the two most important factors in the research of learning systems and environments. An effective tool that can be used to improve problem-solving ability is an Intelligent Tutoring System which is capable of mimicking a human tutor's actions in implementing a one-to-one personalized and…
Descriptors: Flow Charts, Intelligent Tutoring Systems, Educational Technology, Teaching Methods
Peer reviewedWebb, M. – Journal of Computer Assisted Learning, 2013
This paper examines changing models of pedagogy by drawing on recent research with teachers and their students as well as theoretical developments. In relation to a participatory view of learning, the paper reviews existing pedagogical models that take little account of the use of information and communications technologies as well as those that…
Descriptors: Research Methodology, Models, Formative Evaluation, Teaching Models
Nash, Padraig; Shaffer, David Williamson – Journal of Computer Assisted Learning, 2011
Players of epistemic games--computer games that simulate professional practica--have been shown to develop epistemic frames: a profession's particular way of seeing and solving problems. This study examined the interactions between players and mentors in one epistemic game, Urban Science. Using a new method called epistemic network analysis, we…
Descriptors: Mentors, Network Analysis, Practicums, Problem Solving
Jeske, D.; Backhaus, J.; Stamov Roßnagel, C. – Journal of Computer Assisted Learning, 2014
The current paper examined the relationship between perceived characteristics of the learning environment in an e-module in relation to test performance among a group of e-learners. Using structural equation modelling, the relationship between these variables is further explored in terms of the proposed double mediation as outlined by Ning and…
Descriptors: Electronic Learning, Self Control, Correlation, Educational Environment
Cowley, B.; Heikura, T.; Ravaja, N. – Journal of Computer Assisted Learning, 2013
In a study on experience-based learning in serious games, 45 players were tested for topic comprehension by a questionnaire administered before and after playing the single-player serious game Peacemaker (Impact Games 2007). Players were divided into two activity conditions: 20 played a 1-h game with a 3-min half-time break to complete an affect…
Descriptors: Games, Experiential Learning, Comprehension, Reflection
Lin, C-Y.; Reigeluth, C. M. – Journal of Computer Assisted Learning, 2016
While educators value wikis' potential, wikis may fail to support collaborative constructive learning without careful scaffolding. This article proposes literature-based instructional methods, revised based on two expert instructors' input, presents the collected empirical evidence on the effects of these methods and proposes directions for future…
Descriptors: Foreign Countries, Web Sites, Collaborative Writing, Cooperative Learning
Ku, D. T.; Huang, Y.-H.; Hus, S. C. – Journal of Computer Assisted Learning, 2015
This study investigated how the integration of a game-based learning strategy and a tangible user interface (TUI) device improves the learning achievement of fifth-grade students in studying Chinese idioms. By using the sifting, and sorting, features of Sifteo Cubes, learners, via a gaming situation, manually composed the cubes to the correct…
Descriptors: Teaching Methods, Academic Achievement, Chinese, Educational Games
Cox, M. J.; Niederhauser, D. S.; Castillo, N.; McDougall, A. B.; Sakamoto, T.; Roesvik, S. – Journal of Computer Assisted Learning, 2013
Many regions around the world are experiencing a gradual paradigm shift away from information technology (IT) use that complements traditional teaching and towards embedded IT use in E-learning that is ubiquitous and pervasive. This has been conceptualized in this article using a framework depicting the affects of these shifts on learning…
Descriptors: Information Technology, Electronic Learning, Trend Analysis, Learner Engagement
Li, S. C.; Choi, T. H. – Journal of Computer Assisted Learning, 2014
Changing teachers' perceptions about the value of technology and equipping them with appropriate knowledge and skills in pedagogical use of technology is often regarded as a key determinant of success in technology infusion in schools. However, recent studies have indicated that changing teachers' epistemological beliefs about the use of…
Descriptors: Social Capital, Technology Integration, Statistical Analysis, Trust (Psychology)

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