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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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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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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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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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Liu, Han-Chin – Journal of Educational Computing Research, 2018
Multimedia students' dependence on information from the outside world can have an impact on their ability to identify and locate information from multiple resources in learning environments and thereby affect the construction of mental models. Field dependence-independence has been used to assess the ability to extract essential information from…
Descriptors: Cognitive Style, Multimedia Instruction, Visual Perception, Eye Movements
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Raza, Syed Ali; Umer, Amna; Qazi, Wasim; Makhdoom, Murk – Journal of Educational Computing Research, 2018
This study intends to analyze the influence of behavioral and psychosocial factors of higher education students of Karachi on acceptance of m-learning as a mode of getting education. The Theory of Planned Behavior and Technology Acceptance Model have provided the basic frameworks to formulate the hypotheses for this study. The analyses of the…
Descriptors: Foreign Countries, College Students, Student Attitudes, Social Influences
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Izmirli, Serkan; Kurt, Adile Askim – Journal of Educational Computing Research, 2016
The purpose of the study was to examine the effects of instruction given with different multimedia modalities (written text + animation or narration + animation) on the academic achievement, cognitive load, and positive affect in different paces (learner-paced or system-paced); 97 freshmen university students divided into four groups taught in…
Descriptors: Cognitive Processes, Difficulty Level, Academic Achievement, Educational Environment
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Tarhini, Ali; Hone, Kate; Liu, Xiaohui – Journal of Educational Computing Research, 2014
The success of an e-learning intervention depends to a considerable extent on student acceptance and use of the technology. Therefore, it has become imperative for practitioners and policymakers to understand the factors affecting the user acceptance of e-learning systems in order to enhance the students' learning experience. Based on an extended…
Descriptors: Foreign Countries, Gender Differences, Age Differences, Electronic Learning
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Chen, Baiyun; Sivo, Stephen; Seilhamer, Ryan; Sugar, Amy; Mao, Jin – Journal of Educational Computing Research, 2013
Mobile learning is a fast growing trend in higher education. This study examined how an extended technology acceptance model (TAM) could evaluate and predict the use of a mobile application in learning. A path analysis design was used to measure the mediating effects on the use of Blackboard's Mobile™ Learn application in coursework (N = 77). The…
Descriptors: Telecommunications, Higher Education, Handheld Devices, Educational Technology
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Schroeder, Noah L.; Adesope, Olusola O.; Gilbert, Rachel Barouch – Journal of Educational Computing Research, 2013
Research on the use of software programs and tools such as pedagogical agents has peaked over the last decade. Pedagogical agents are on-screen characters that facilitate instruction. This meta-analysis examined the effect of using pedagogical agents on learning by reviewing 43 studies involving 3,088 participants. Analysis of the results…
Descriptors: Meta Analysis, Cybernetics, Artificial Intelligence, Technology Uses in Education
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Lin, Lijia; Atkinson, Robert K. – Journal of Educational Computing Research, 2013
The purpose of the two experiments was to investigate the potential effects of different types of visualizations and self-explanation prompts on learning human cardiovascular system in a multimedia environment. In Experiments 1 and 2, 70 and 44 college students were randomly assigned to one of the four conditions in a 2 × 2 factorial design with…
Descriptors: Educational Experiments, Visualization, Prompting, Human Body
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Lin, Lin; Lee, Jennifer; Robertson, Tip – Journal of Educational Computing Research, 2011
Media multitasking, or engaging in multiple media and tasks simultaneously, is becoming an increasingly popular phenomenon with the development and engagement in social media. This study examines to what extent video content affects students' reading comprehension in media multitasking environments. One hundred and thirty university students were…
Descriptors: Video Technology, Comedy, Reading Comprehension, College Students
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Stahl, Elmar; Pieschl, Stephanie; Bromme, Rainer – Journal of Educational Computing Research, 2006
This article presents an explorative study, which is part of a comprehensive project to examine the impact of epistemological beliefs on metacognitive calibration during learning processes within a complex hypermedia information system. More specifically, this study investigates: 1) if learners differentiate between tasks of different complexity,…
Descriptors: Learning Processes, Information Systems, Epistemology, Difficulty Level