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Wang, Yi-Hsuan – Journal of Educational Computing Research, 2023
The study aimed to examine the learning effects of integrating various game elements into game-based learning materials to enhance learning for learners of different age groups. Two sets of game-based music learning materials were designed. The version with full game characteristics was developed with a narrative story, diverse game behaviors, and…
Descriptors: Gamification, Game Based Learning, Music Education, Program Effectiveness
Eden, Sigal; Shmila, Livnat – Journal of Educational Computing Research, 2023
The study investigates the effect of hybrid technology (HT), which combine physical objects and virtual effects, on learning receptive-vocabulary in English as a foreign-language (EFL) among students with dyslexia. Participants included 106 students aged 9-12. The students with dyslexia were randomly divided into intervention groups that used…
Descriptors: Educational Technology, Blended Learning, Receptive Language, Vocabulary Development
Weipeng Yang – Journal of Educational Computing Research, 2024
Computational Thinking (CT) is essential for developing creativity, problem-solving, and digital competence in the 21st century. Coding tools like robotic toys and tablet apps have become popular in early childhood education to support CT development, but there is a debate on which tool is more effective. Little evidence exists on the effect of…
Descriptors: Coding, Preschool Children, Computation, Thinking Skills
Gao, Xuemin; Hew, Khe Foon – Journal of Educational Computing Research, 2022
Computational thinking (CT) has attracted significant interest among many educators around the globe. Despite this growing interest, research on CT and programming education in elementary school remains at an initial stage. Many relevant studies have adopted only one type of method to assess students' CT, which may lead to an incomplete view of…
Descriptors: Thinking Skills, Computation, Flipped Classroom, Elementary School Students
Cheng, Mengmeng; Su, Chien-Yuan; Kinshuk – Journal of Educational Computing Research, 2021
Integrating science learning with game experience and physical manipulatives not only overcomes the rigidity of traditional teaching, but also makes the learning experience pleasant for students and improves their science inquiry ability. Today, with the popularization of mobile devices and technology, both the value and feasibility of gamified…
Descriptors: Junior High School Students, Educational Technology, Technology Uses in Education, Handheld Devices
Brom, Cyril; Stárková, Tereza; Bromová, Edita; Dechterenko, Filip – Journal of Educational Computing Research, 2019
Despite the increased interest in gamification approaches, there is a lack of comparative studies that shed light on the applicability of these approaches in educational contexts. In this explorative study, with an experimental design, university learners (N = 98) studied a complex process (i.e., how to brew beer) in a 2-hour-long computerized…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Computer Simulation
Liu, Ming-Chi; Huang, Yueh-Min; Chien, Yu-Cheng – Journal of Educational Computing Research, 2019
The recording of words in a vocabulary notebook is regarded as a plausible and efficient method for learners, since they can organize and manage the individual words they wish to acquire. The wide appeal of portable computers has resulted in a rapid increase in taking notes via computers across college campuses. Although computers can increase…
Descriptors: Vocabulary Development, Teaching Methods, Notetaking, Computer Uses in Education
Wu, Sheng-Yi – Journal of Educational Computing Research, 2020
During collaborative learning in online learning communities, teachers usually guide their students through the learning process by means of discussion-based didactics. According to relevant research, an uncontrolled, nonintrusive discussion environment is usually insufficient for promoting higher cognitive processing (HCP). To address this…
Descriptors: Cooperative Learning, Problem Solving, Cognitive Processes, Teaching Methods
Segal-Drori, Ora; Kalmanovich, Liron Ben Haim; Shamir, Adina – Journal of Educational Computing Research, 2019
The aim of the study was to examine the effect of an activity with an educational electronic storybook with math content on the emergent math of kindergarteners at risk for learning disabilities (LD) compared with kindergarteners with typical development (TD). The study included 107 kindergarteners aged 4.6 to 7. Both the participants at risk for…
Descriptors: Electronic Publishing, Books, Mathematics Instruction, At Risk Students
Fiorella, Logan; Kuhlmann, Shelbi; Vogel-Walcutt, Jennifer J. – Journal of Educational Computing Research, 2019
This study tested the effects of implementing a narrative computer-based educational game within a middle-school math class. Gameplay consisted of navigating through a virtual spaceship and completing missions by periodically engaging in learning-by-teaching activities that involved helping an avatar solve math problems. In a pretest/posttest…
Descriptors: Mathematics Instruction, Middle School Students, Secondary School Mathematics, Teaching Methods
Pham, Xuan Lam; Chen, Gwo Dong – Journal of Educational Computing Research, 2019
This study proposed to enhance mobile learning engagement with PACARD (Personalized Adaptive CARD-based interface) that combines several technologies including card-based interface, personalized adaptation, push notifications, and badges. To evaluate our proposal, we distributed a mobile learning application (app) called "English…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
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
Jo, Jaechoon; Yu, Wonhui; Koh, Kyu Han; Lim, Heuiseok – Journal of Educational Computing Research, 2018
We propose a minimum learning judgment system that is appropriate for online learning environments, and we verify this minimum learning judgment system through various experiments. By focusing on the learning effort, this system can easily and quickly determine whether learners have exerted the minimum effort required for learning. To do this, the…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Word Recognition
Chew, Chiou Sheng; Wu, Wen-Chi Vivian; Idris, Norisma; Loh, Er Fu; Chua, Yan Piaw – Journal of Educational Computing Research, 2020
The purpose of this study was to design and develop a theory-based summary writing online tool, named Summary Writing-Pal (SW-PAL), to assist English as a second language students in improving their summary writing. It also evaluates the effectiveness of SW-PAL in enhancing the students' summary writing performance and examines their perceptions…
Descriptors: Writing Skills, Writing Instruction, English Language Learners, College Students
Chang, Mei-Mei; Lin, Mei-Chen – Journal of Educational Computing Research, 2019
This quasi-experimental study investigated whether a strategy-oriented media-based reading program could improve English as a Foreign Language (EFL) students' reading comprehension. Eighty-five students who were registered for English Reading at a university were recruited through convenience sampling to take part in the study. In this study, a…
Descriptors: English (Second Language), Second Language Instruction, Reading Comprehension, Educational Technology