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Showing 1 to 15 of 25 results Save | Export
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Icy Zhang; Yunqi Jia; Xiaoxuan Cheng; Ji Y. Son; James W. Stigler – Journal of Educational Computing Research, 2025
Although programming is often learned through formal instruction or self-paced tutorials, informal learning, for example, through publicly available online documentation, is also a significant resource for skill development among novices. However, many novices struggle to extract useful information from documentation. This work aims to answer two…
Descriptors: Programming, Novices, Informal Education, Documentation
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Cynthia Y. Delgado; Richard E. Mayer – Journal of Educational Computing Research, 2025
This study examined whether answering focused explanative questions during pauses in an immersive virtual reality (IVR) lesson on pipetting procedures could enhance learning. The goal was to take a generative learning activity, known to be effective for declarative knowledge with conventional media, to the context of procedural knowledge with…
Descriptors: Computer Simulation, Computer Uses in Education, Laboratory Procedures, Learning Activities
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Wang, Wei-Tsong; Kartika Sari, Mega – Journal of Educational Computing Research, 2024
The designs of gamification platforms are diverse and constantly evolving. Excessive use of various game mechanisms in learning platforms can distract from the learning process. However, the fit of game mechanisms is still uncertain. Thus, this study investigates the effect of achieving fit when implementing game mechanisms on learning outcomes by…
Descriptors: Gamification, Educational Technology, Design, Cognitive Processes
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Shin, Yoonhee; Jung, Jaewon; Zumbach, Joerg; Yi, Eunseon – Journal of Educational Computing Research, 2023
This study explores the effects of worked-out examples and metacognitive scaffolding on novice learners' knowledge performance, cognitive loads, and self-regulation skills in problem-solving programming. 126 undergraduate students in a computer programming fundamentals course were randomly assigned to one of four groups: (1) task performance with…
Descriptors: Problem Solving, Metacognition, Scaffolding (Teaching Technique), Programming
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Nihalani, Priya K.; Robinson, Daniel H. – Journal of Educational Computing Research, 2022
We sought to identify factors that optimize individual learning in complex, technology-enhanced learning environments. Undergraduates viewed tutorials and played a simulation-based game either alone or in groups and in either high or low cognitive load sequences and later took tests measuring comprehension of tutorials and transfer of computer…
Descriptors: Cognitive Processes, Difficulty Level, Cooperative Learning, Technology Uses in Education
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Ying-Lien Lin; Wei-Tsong Wang – Journal of Educational Computing Research, 2025
Virtual-reality business simulation games (VRBSGs) have garnered attention in management education. However, investigating the design of efficient VRBSGs from an integrated perspective of social cognitive, self-determination, and cognitive load theories is crucial but under-addressed. Therefore, this study developed a VRBSG learning system to…
Descriptors: Undergraduate Students, Business Education, Computer Simulation, Game Based Learning
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Hsu, Wen-Chin; Gainsburg, Julie – Journal of Educational Computing Research, 2021
Block-based programming languages (BBLs) have been proposed as a way to prepare students for learning to program in more sophisticated, text-based languages, such as Java. Hybrid BBLs add the ability to view and edit the block commands in auto-generated, text-based code. We compared the use of a non-hybrid BBL (Scratch), a hybrid BBL (Pencil…
Descriptors: Computer Science Education, Introductory Courses, Teaching Methods, Student Attitudes
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Wang, Yu-Yin; Wang, Yi-Shun; Jian, Shi-En – Journal of Educational Computing Research, 2020
Business simulation games (BSGs) are educational tools that help students develop business management knowledge and skills. However, to date, relatively little research has investigated the factors that influence students' BSG usage intention. Grounded on the extended unified theory of acceptance and use of technology, this study helped to fill…
Descriptors: Business Administration Education, Foreign Countries, Computer Simulation, Student Attitudes
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Liu, Yi Chun; Wang, Wei-Tsong; Lee, Tzu-Lien – Journal of Educational Computing Research, 2021
Critical factors that influence the value of digital game-based learning (DGBL) for enhancing learning effectiveness remain debatable. Based on the self-determination theory (SDT), people can be autonomously motivated to adopt DGBL to enhance learning effectiveness if their basic psychological needs are satisfied. Additionally, studies that…
Descriptors: Computer Games, Educational Games, Game Based Learning, Feedback (Response)
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Ba, Shen; Stein, David; Liu, Qingtang; Long, Taotao; Xie, Kui; Wu, Linjing – Journal of Educational Computing Research, 2021
Despite the continuous emphasis on emotion in multimedia learning, it was still unclear how pedagogical agent emotional cues might affect learning. In the present study, a between-subjects experiment was performed to examine the effects of a pedagogical agent with dual-channel emotional cues on learners' emotions, cognitive load, and knowledge…
Descriptors: Cognitive Ability, Transfer of Training, Teaching Methods, Multimedia Instruction
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Hardway, Christina; Seitchik, Allison E.; Kurdziel, Laura B. F.; Stroud, Michael J.; LaTorre, Joseph T.; LeBert, Cassidy – Journal of Educational Computing Research, 2018
This study examined whether a video illustration of a complex phenomenon promoted learner interest, perceived comprehensibility, and better learning in online- and classroom-based contexts. In the first study, undergraduate participants (N = 101) viewed learning materials which contained a video only, a video and textual explanation, or a textual…
Descriptors: Video Technology, Student Interests, Undergraduate Students, Teaching Methods
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Koc-Januchta, Marta M.; Schönborn, Konrad J.; Tibell, Lena A. E.; Chaudhri, Vinay K.; Heller, H. Craig – Journal of Educational Computing Research, 2020
Applying artificial intelligence (AI) to support science learning is a prominent aspect of the digital education revolution. This study investigates students' interaction and learning with an AI book, which enables the inputting of questions and receiving of suggested questions to understand biology, in comparison with a traditional E-book.…
Descriptors: Artificial Intelligence, Textbook Content, Science Materials, Biology
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Yu, Zhonggen – Journal of Educational Computing Research, 2020
The extended constructs of technology acceptance model (TAM) have rarely been linked to psychological influence factors. This study complements for the missing link in literature through structural equation modeling and a nonparametric Mann-Whitney U test based on the data obtained from a large-scale questionnaire survey. It is concluded that (a)…
Descriptors: Beliefs, Adoption (Ideas), Self Esteem, Gender Differences
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Smolinsky, Lawrence; Marx, Brian D.; Olafsson, Gestur; Ma, Yanxia A. – Journal of Educational Computing Research, 2020
Computer-based testing is an expanding use of technology offering advantages to teachers and students. We studied Calculus II classes for science, technology, engineering, and mathematics majors using different testing modes. Three sections with 324 students employed: paper-and-pencil testing, computer-based testing, and both. Computer tests gave…
Descriptors: Test Format, Computer Assisted Testing, Paper (Material), Calculus
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Raza, Syed Ali; Qazi, Wasim; Umer, Amna – Journal of Educational Computing Research, 2017
This study analyzes the influence of Facebook usage on building social capital among university students in Karachi by using a modified framework of technology acceptance model. Important information was gathered utilizing organized questionnaire containing items of Facebook intensity, social self-efficacy, perceived ease of use, perceived…
Descriptors: College Students, Social Capital, Social Media, Developing Nations
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