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Fang, Ning; Guo, Yongqing – Journal of Educational Computing Research, 2023
Computer simulation and animation (CSA) is educational technology in which computer programs are employed to simulate and animate real-world physical phenomena and processes. CSA has attracted growing attention and received an increasing number of applications in the international science, technology, engineering, and mathematics education…
Descriptors: Educational Improvement, Learning Processes, Educational Technology, Computer Software
Chou, Te-Lien; Tang, Kai-Yu; Tsai, Chin-Chung – Journal of Educational Computing Research, 2021
Programming learning has become an essential literacy for computer science (CS) and non-CS students in the digital age. Researchers have addressed that students' conceptions of learning influence their approaches to learning, and thus impact their learning outcomes. Therefore, we aimed to uncover students' conceptions of programming learning…
Descriptors: Foreign Countries, College Students, Student Attitudes, Computer Attitudes
MacLeod, Jason; Yang, Harrison Hao; Zhu, Sha; Shi, Yinghui – Journal of Educational Computing Research, 2018
In an effort to address student engagement challenges, much research has explored student-to-student connected classroom climate (CCC). Research positively associates CCC to the benefits of student integration, learning, and retention in face-to-face environments. However, few studies have examined CCC in computer-mediated environments. This study…
Descriptors: Classroom Environment, Computer Networks, Computer Software, Computer Mediated Communication
Pando Cerra, Pablo; Fernández Álvarez, Humberto; Busto Parra, Bernardo; Iglesias Cordera, Paula – Journal of Educational Computing Research, 2022
Game-Based Learning (GBL) is increasingly widespread as a learning technique in the engineering studies. However, this innovative methodology may be difficult to incorporate in some subjects due to their complex contents. This paper aims at combining traditional learning methodologies with game mechanics by using an ad-hoc gaming web environment…
Descriptors: Academic Achievement, Game Based Learning, Information Technology, Teaching Methods
Gu, Xiaoqing; Xu, Hongjin – Journal of Educational Computing Research, 2019
Advancements in learning analytics allow teachers to track student learning progress and promote learning by providing necessary intervention and support. Multiple data sources are involved in learning analytics, and the major ones are systems that students use in school. To fully comprehend the progress of student learning, out-of-school learning…
Descriptors: Learning Processes, Computer Use, Informal Education, Learning Experience
Gawon Yun; Kewman M. Lee; Hailey Hyunjin Choi – Journal of Educational Computing Research, 2025
Scholarly interest in artificial intelligence (AI) has surged as researchers delve into its transformative impact on various aspects of our lives. AI poses both benefits and challenges, particularly in the context of educators' endeavors to comprehend the intricacies of students' learning processes. Although the use of AI to enhance and assist…
Descriptors: Student Empowerment, Bibliometrics, Artificial Intelligence, Computer Software
Andreas Giannakoulas; Stelios Xinogalos – Journal of Educational Computing Research, 2025
This study critically reviews sixteen empirical studies that investigate the various difficulties that primary school students encounter while learning programming through educational games. Specifically, the challenges that students face in understanding basic programming concepts and the game elements that contribute to these difficulties, as…
Descriptors: Elementary School Students, Elementary School Teachers, Programming, Game Based Learning
Zhang, Zhaoli; Li, Zhenhua; Liu, Hai; Cao, Taihe; Liu, Sannyuya – Journal of Educational Computing Research, 2020
Online learning engagement detection is a fundamental problem in educational information technology. Efficient detection of students' learning situations can provide information to teachers to help them identify students having trouble in real time. To improve the accuracy of learning engagement detection, we have collected two aspects of…
Descriptors: Learner Engagement, Learning Analytics, Nonverbal Communication, Pattern Recognition
Chun Yan Enoch Sit; Siu-Cheung Kong – Journal of Educational Computing Research, 2024
Educational process mining aims (EPM) to help teachers understand the overall learning process of their students. Although deep learning models have shown promising results in many domains, the event log dataset in many online courses may not be large enough for deep learning models to approximate the probability distribution of students' learning…
Descriptors: Learning Processes, Learning Analytics, Algorithms, Guidelines
Zhao, Jiayan; Wallgrün, Jan Oliver; Sajjadi, Pejman; LaFemina, Peter; Lim, Kenneth Y. T.; Springer, Jan P.; Klippel, Alexander – Journal of Educational Computing Research, 2022
Virtual and immersive virtual reality, VR and iVR, provide flexible and engaging learning opportunities, such as virtual field trips (VFTs). Despite its growing popularity for education, understanding how iVR compared to non-immersive media influences learning is still challenged by mixed empirical results and a lack of longitudinal research. This…
Descriptors: Computer Simulation, Field Trips, Undergraduate Students, Student Experience
Lasfeto, Deddy Barnabas; Ulfa, Saida – Journal of Educational Computing Research, 2023
This study proposes an online learning model based on fuzzy expert systems to recommend learning contents that are most appropriate for facilitating more efficient learning. The process used two computer applications which are Matlab for fuzzy analysis and the learning management system Moodle platform for online learning environment. Besides,…
Descriptors: Learning Management Systems, Online Courses, Learning Processes, Computer Software
Huang, Chiao Ling; Luo, Yi Fang; Yang, Shu Ching; Lu, Chia Mei; Chen, An-Sing – Journal of Educational Computing Research, 2020
The purpose of this study was to investigate the relationship among Taiwanese high school students' learning style, sense of presence, cognitive load, and affective and cognitive learning outcomes in an immersive virtual reality-based learning environment. This study used a teaching experiment intervention method. Seventy-seven students…
Descriptors: Cognitive Style, Difficulty Level, Outcomes of Education, Virtual Classrooms
Teng, Chin-Hung; Chen, Jr-Yi; Chen, Zhi-Hong – Journal of Educational Computing Research, 2018
Although the learning of programming language is critical in science and technology education, it might be difficult for some students, especially novices. One possible reason might be the fact that programming language, especially for three-dimensional (3D) applications, is too complex and abstract for these students to understand. Programming…
Descriptors: Computer Simulation, Simulated Environment, Programming, Computer Science Education
Kwon, Kyungbin; Song, Donggil; Sari, Annisa R.; Khikmatillaeva, Umida – Journal of Educational Computing Research, 2019
The purpose of this study was to investigate the types of problem-solving behaviors and their effects on solution quality in an online collaborative learning context. A total of 12 preservice teachers enrolled in a computer education course participated in the study. Students in pairs, randomly assigned by the instructor, carried out a…
Descriptors: Cooperative Learning, Problem Solving, Electronic Learning, Preservice Teachers
Aguilar, Jose; Cordero, Jorge; Buendía, Omar – Journal of Educational Computing Research, 2018
In this article, we propose the concept of "Autonomic Cycle Of Learning Analysis Tasks" (ACOLAT), which defines a set of tasks of learning analysis, whose objective is to improve the learning process. The data analysis has become a fundamental area for the knowledge discovery from data extracted from different sources. In the autonomic…
Descriptors: Data Analysis, Learning Processes, Decision Making, Instructional Improvement

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