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Adesope, Olusola O.; Cavagnetto, Andy; Hunsu, Nathaniel J.; Anguiano, Carlos; Lloyd, Joshua – Journal of Educational Computing Research, 2017
This study used a between-subjects experimental design to examine the effects of three different computer-based instructional strategies (concept map, refutation text, and expository scientific text) on science learning. Concept maps are node-link diagrams that show concepts as nodes and relationships among the concepts as labeled links.…
Descriptors: Comparative Analysis, Computer Assisted Instruction, Computer Uses in Education, Concept Mapping
Ciftci, S. Koza; Karadag, Engin; Akdal, Pinar – Journal of Educational Computing Research, 2014
The purpose of this study was to determine the effect of statistics instruction using computer-based tools, on statistics anxiety, attitude, and achievement. This study was designed as quasi-experimental research and the pattern used was a matched pre-test/post-test with control group design. Data was collected using three scales: a Statistics…
Descriptors: Statistics, Mathematics Instruction, Computer Uses in Education, Mathematics Anxiety
Wang, June-Yi; Wu, Hsin-Kai; Chien, Sung-Pei; Hwang, Fu-Kwun; Hsu, Ying-Shao – Journal of Educational Computing Research, 2015
So far relatively little research in education has explored the pedagogical and learning potentials of applications (Apps) on tablet PCs (TPCs). Drawing upon research on learning technologies and taking an embodied perspective, this study first identified educational functionalities of TPCs and generated guidelines to design educational Apps for…
Descriptors: Physics, Science Instruction, Secondary School Science, High School Students
Kazakoff, Elizabeth R.; Bers, Marina Umaschi – Journal of Educational Computing Research, 2014
This article examines the impact of programming robots on sequencing ability in early childhood. Thirty-four children (ages 4.5-6.5 years) participated in computer programming activities with a developmentally appropriate tool, CHERP, specifically designed to program a robot's behaviors. The children learned to build and program robots over three…
Descriptors: Robotics, Early Childhood Education, Programming, Computer Uses in Education
Foster, Aroutis; Shah, Mamta – Journal of Educational Computing Research, 2015
There is a need for game-based learning frameworks that provide a lens for understanding learning experiences afforded in digital games. These frameworks should aim to facilitate game analyses, identification of learning opportunities, and support for learner experiences. This article uses the inquiry, communication, construction, and expression…
Descriptors: Educational Games, Computer Games, Computer Uses in Education, Learning Experience
Sander, Elisabeth; Heiß, Andrea – Journal of Educational Computing Research, 2014
Three different versions of a learning program on trigonometry were compared, a program controlled, non-interactive version (CG), an interactive, conflict inducing version (EG 1), and an interactive one which was supposed to reduce the occurrence of a cognitive conflict regarding the central problem solution (EG 2). Pupils (N = 101) of a…
Descriptors: Foreign Countries, Trigonometry, Mathematics Instruction, Comparative Analysis
Chen, I-Ching; Hu, Shueh-Cheng – Journal of Educational Computing Research, 2013
The capability of solving fundamental mathematical problems is essential to elementary school students; however instruction based on ordinary narration usually perplexes students. Concept mapping is well known for its effectiveness on assimilating and organizing knowledge, which is essential to meaningful learning. A variety of concept map-based…
Descriptors: Concept Mapping, Computer Uses in Education, Mathematics Instruction, Problem Solving
Pohnl, Sabine; Bogner, Franz X. – Journal of Educational Computing Research, 2012
Up to now, only a few studies in multimedia learning have focused on gender effects. While research has mostly focused on learning success, the effect of gender on instructional efficiency (IE) has not yet been considered. Consequently, we used a quasi-experimental design to examine possible gender differences in the learning success, mental…
Descriptors: Instructional Design, Groups, Quasiexperimental Design, Gender Differences
Foster, Aroutis N. – Journal of Educational Computing Research, 2011
Researchers question how and what students learn from commercial digital games. Using a concurrent mixed-methods approach, this study examined 30 students' construction of knowledge and skills while playing a commercial off-the-shelf game for 7 weeks. Quantitative data included students' background survey and pre- and post-assessments for…
Descriptors: Elementary School Students, Social Studies, Educational Games, Learning Processes
Eseryel, Deniz; Ge, Xun; Ifenthaler, Dirk; Law, Victor – Journal of Educational Computing Research, 2011
Following a design-based research framework, this article reports two empirical studies with an educational MMOG, called "McLarin's Adventures," on facilitating 9th-grade students' complex problem-solving skill acquisition in interdisciplinary STEM education. The article discusses the nature of complex and ill-structured problem solving…
Descriptors: Educational Games, Problem Solving, Followup Studies, Skill Development
Chen, Hong-Ren – Journal of Educational Computing Research, 2012
Recognition of students' facial expressions can be used to understand their level of attention. In a traditional classroom setting, teachers guide the classes and continuously monitor and engage the students to evaluate their understanding and progress. Given the current popularity of e-learning environments, it has become important to assess the…
Descriptors: Foreign Countries, Interactive Video, Computer Software Evaluation, Distance Education
Kopcha, Theodore J.; Alger, Christianna – Journal of Educational Computing Research, 2011
The eSupervision instructional program is a series of five online modules housed in a content management system that support triad members (student teachers, cooperating teachers, university supervisors) during the field experience. The program was designed on a cognitive apprenticeship framework and uses a variety of technology to support both…
Descriptors: Student Teaching, Student Teachers, Teacher Characteristics, Self Efficacy
Guo, Ruth Xiaoqing; Dobson, Teresa; Petrina, Stephen – Journal of Educational Computing Research, 2008
This article examines the intersection of age and ICT (information and communication technology) competency and critiques the "digital natives versus digital immigrants" argument proposed by Prensky (2001a, 2001b). Quantitative analysis was applied to a statistical data set collected in the context of a study with over 2,000 pre-service…
Descriptors: Preservice Teacher Education, Statistical Data, Foreign Countries, Educational Technology
Smith, Glenn Gordon; Morey, Jim; Tjoe, Edwin – Journal of Educational Computing Research, 2007
Can learning of mental imagery skills for visualizing shapes be accelerated with feature masking? Chemistry, physics fine arts, military tactics, and laparoscopic surgery often depend on mentally visualizing shapes in their absence. Does working with "spatial feature-masks" (skeletal shapes, missing key identifying portions) encourage people to…
Descriptors: Outcomes of Education, Educational Objectives, Instructional Design, Imagery

Kinnear, Adrianne – Journal of Educational Computing Research, 1995
Studied the attitudes and perceptions of children towards computers in classrooms. For one school year, questionnaires were distributed to children in grades four through seven before and after single computers were placed in each classroom. Overall, the children had positive attitudes toward computers, although girls were less positive than boys.…
Descriptors: Children, Comparative Analysis, Computer Attitudes, Computer Uses in Education
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