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Pin-Hui Li; Hsin-Yu Lee; Chia-Ju Lin; Wei-Sheng Wang; Yueh-Min Huang – Journal of Educational Computing Research, 2025
The core purpose of integrating inquiry-based learning strategies into STEM activities is to create a challenging learning environment that stimulates students' active learning, thereby effectively enhancing their interest in learning, thinking skills, and practical application abilities. To achieve these goals, developing more technology-assisted…
Descriptors: Computer Software, Artificial Intelligence, Synchronous Communication, Active Learning
Salmerón, Ladislao; Llorens, Ana – Journal of Educational Computing Research, 2019
During the last decade, several studies have proposed and tested different instructional methods for teaching digital reading strategies to young students. In this study, we have tested the effectiveness of a program combining eye-movements modeling examples (EMMEs) and contrasting cases to instruct ninth-grade students how to plan, evaluate, and…
Descriptors: Eye Movements, Grade 9, Electronic Publishing, Reading Comprehension
Koranteng, Felix N.; Wiafe, Isaac; Kuada, Eric – Journal of Educational Computing Research, 2019
This article investigates how students' online social networking relationships affect knowledge sharing and how the intensity of knowledge sharing enhances students' engagement. It adopts the social capital theory as the basis for investigation, and the partial least square structural equation modeling was used to examine the hypothesized model.…
Descriptors: Social Networks, Learner Engagement, College Students, Higher Education
Verma, Vipin; Craig, Scotty D.; Levy, Roy; Bansal, Ajay; Amresh, Ashish – Journal of Educational Computing Research, 2022
Detection and responding to a player's affect are important for serious games. A method for this purpose was tested within Chem-o-crypt, a game that teaches chemical equation balancing. The game automatically detects boredom, flow, and frustration using the Affdex SDK from Affectiva. The sensed affective state is then used to adapt the game play…
Descriptors: Psychological Patterns, Game Based Learning, Media Adaptation, Learner Engagement
Weng, Cathy; Rathinasabapathi, Abirami; Weng, Apollo; Zagita, Cindy – Journal of Educational Computing Research, 2019
This study aimed to explore whether the integration of virtual reality and augmented reality used in a specially designed science book could improve the students' science concept learning outcomes. A true experimental research design was conducted to check the effectiveness of the specially designed book in terms of learners' achievement. The…
Descriptors: Science Instruction, Computer Simulation, Simulated Environment, Textbooks
Tsai, Fu-Hsing – Journal of Educational Computing Research, 2018
This study developed a computer-simulated science inquiry environment, called the Science Detective Squad, to engage students in investigating an electricity problem that may happen in daily life. The environment combined the simulation of scientific instruments and a virtual environment, including gamified elements, such as points and a story for…
Descriptors: Educational Technology, Technology Uses in Education, Science Education, Inquiry
Meital Amzalag; Dorin Kadusi; Shimon Peretz – Journal of Educational Computing Research, 2024
Abundant research has tried to understand how games can be designed and used effectively to improve the learning process and to examine the correlations between digital learning games and student motivation, engagement, and knowledge retention. The current study examined the correlation between learning through digital game-based learning (DGBL)…
Descriptors: Learner Engagement, Academic Achievement, Game Based Learning, Electronic Learning
Arguel, Amaël; Lockyer, Lori; Lipp, Ottmar V.; Lodge, Jason M.; Kennedy, Gregor – Journal of Educational Computing Research, 2017
Confusion is an emotion that is likely to occur while learning complex information. This emotion can be beneficial to learners in that it can foster engagement, leading to deeper understanding. However, if learners fail to resolve confusion, its effect can be detrimental to learning. Such detrimental learning experiences are particularly…
Descriptors: Educational Technology, Technology Uses in Education, Interaction, Emotional Response
Wu, Bian; Hu, Yiling; Gu, Xiaoqing; Lim, Cher Ping – Journal of Educational Computing Research, 2016
As information and communication technology (ICT) continues to develop, it is essential for teachers to acquire ability for teaching with ICT. In China, new higher education (HE) teachers often lack teaching experience because there are limited teaching opportunities during their postgraduate studies. This status quo may compromise the quality of…
Descriptors: Professional Development, Higher Education, Beginning Teachers, College Faculty
Engelmann, Tanja – Journal of Educational Computing Research, 2014
For effective communication and collaboration in learning situations, it is important to know what the collaboration partners know. However, the acquisition of this knowledge is difficult, especially in collaborating groups with spatially distributed members. One solution is the "Knowledge and Information Awareness" approach developed by…
Descriptors: Cooperation, Visualization, Knowledge Level, Program Effectiveness
Hughes, Joan E. – Journal of Educational Computing Research, 2013
This research examined preservice teacher graduates' positioning toward integrating technology in future teaching. Participants included 115 preservice teachers across three cohorts in 2008-2009 who graduated from a laptop-infused teacher education program. The study implemented a case study methodology that included a survey administered upon…
Descriptors: Preservice Teachers, Student Teacher Attitudes, Technology Integration, Elementary Secondary Education
Kim, Deoksoon; Jang, Seung Eun – Journal of Educational Computing Research, 2014
Rapid globalization and the emergence of new instructional technologies have encouraged educators to explore technologies like podcasting and blogging to enhance their teaching. This study examines how six English speakers of other languages (ESOL) teachers used podcasting and blogging to help young English learners, themselves 21st century…
Descriptors: English (Second Language), Second Language Instruction, Educational Technology, Electronic Publishing
Celik, Ismail; Sahin, Ismail; Akturk, Ahmet Oguz – Journal of Educational Computing Research, 2014
In the current study, the model of technological pedagogical and content knowledge (TPACK) is used as the theoretical framework in the process of data collection and interpretation of the results. This study analyzes the perceptions of 744 undergraduate students regarding their TPACK levels measured by responses to a survey developed by Sahin…
Descriptors: Technology, Pedagogical Content Knowledge, Structural Equation Models, Undergraduate Students
Guo, Yan Ru; Goh, Dion Hoe-Lian – Journal of Educational Computing Research, 2015
Over the past decade, computer games and other interactive technologies have shown great potential when used in innovative ways to enhance learning. It is now known that learning is associated not only with cognitive ability but also with affect. The incorporation of affective embodied pedagogical agents (EPAs) in computer programs for learning…
Descriptors: Meta Analysis, Affective Behavior, Educational Technology, Instructional Effectiveness
Lin, Lu-Fang – Journal of Educational Computing Research, 2014
This study surveyed the problems 213 university students confronted while viewing an online video-based English program. Data were collected through self-reports and one-to-one interviews. The content analysis approach was used. Totally, 18 problems were identified and categorized into three cognitive-processing stages: perception, parsing, and…
Descriptors: Chinese, College Students, Online Courses, English (Second Language)
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