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Showing 1 to 15 of 28 results Save | Export
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Wang, Cixiao; Le, Huixiao – Journal of Educational Computing Research, 2022
In collaborative learning, the intuition "the more device, the merrier" is somehow widely acknowledged, but little research has investigated the relationship between device-student ratio and the learning outcome. This study aims to investigate not only the main effect of different device-student ratio, also to identify the moderators in…
Descriptors: Cooperative Learning, Access to Computers, Technology Uses in Education, Educational Technology
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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
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de Aldama, Carlos; Pozo, Juan-Ignacio – Journal of Educational Computing Research, 2020
For some years now, the scientific community has been studying how videogames foster acquisition of mental representations of the world around us. Research to date suggests that the efficiency of videogames as learning tools largely depends on the instructional design in which they are included. This article provides empirical evidence related to…
Descriptors: Physics, Science Instruction, Video Games, Educational Technology
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Rao, Dhawaleswar C. H.; Saha, Sujan Kumar – Journal of Educational Computing Research, 2019
Immersive learning is one of the leading trends in education. Immersive learning uses a simulated or artificial environment for a better learning experience. Design of intelligent learning platform and motivating content development is one key aspect of immersive learning. In this article, we propose an intelligent computer-assisted learning…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Computer Assisted Instruction
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Hsing-Ying Tu; Silvia Wen-Yu Lee – Journal of Educational Computing Research, 2025
Learning in a virtual environment has been found to foster students' affective responses, indicating the importance of exploring the factors which affect students' learning when engaged in a virtual game. This study aimed to explore the relationships among students' epistemic curiosity, situational interest, and learning engagement in an…
Descriptors: Personality Traits, Student Interests, Learner Engagement, Computer Simulation
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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
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Sezer, Baris – Journal of Educational Computing Research, 2017
This study examined the effect on the learning and motivation of students of a flipped classroom environment enriched with technology. A mixed research design using a pretest or posttest experimental model, combined with qualitative data, was conducted in a public middle school in Turkey for 2 weeks (three class hours) within a science course.…
Descriptors: Foreign Countries, Science Instruction, Technology Uses in Education, Educational Technology
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Jiang, Shiyan; Tatar, Cansu; Huang, Xudong; Sung, Shannon H.; Xie, Charles – Journal of Educational Computing Research, 2022
Augmented reality (AR) has the potential to fundamentally transform science education by making learning of abstract science ideas tangible and engaging. However, little is known about how students interacted with AR technologies and how these interactions may affect learning performance in science laboratories. This study examined high school…
Descriptors: Computer Simulation, Science Instruction, Science Laboratories, High School Students
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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
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Tay, Lee Yong; Lim, Cher Ping; Lim, Siew Khiaw – Journal of Educational Computing Research, 2015
Many factors affect the use of information and communication technology (ICT) for teaching and learning in schools: policy and school leadership, physical and technological infrastructure, teachers' practices and beliefs, curriculum and assessment, and professional development. The subject area, that has not been given as much attention in…
Descriptors: Technology Uses in Education, Elementary Schools, Educational Technology, Technology Integration
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Beck, Dennis – Journal of Educational Computing Research, 2019
This Special Issue contains some substantially expanded versions of conference papers that were originally presented at the Immersive Learning Research Network's (iLRN) 2018 conference, along with others outside of the conference. iLRN is an international organization of developers, educators, and research professionals collaborating to develop…
Descriptors: Computer Simulation, Teaching Methods, Intellectual Disciplines, Computer Games
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Ok, Min Wook; Hughes, Joan E.; Boklage, Audrey – Journal of Educational Computing Research, 2018
This descriptive case study examined the first year of iPad-supported teaching and learning in a high school modified biology class. Results revealed that the iPad practices replaced, amplified, and transformed pedagogy and learning, but they predominantly supported general learning or instructional practices with little science specificity. A…
Descriptors: Biology, Science Instruction, Teaching Methods, High School Students
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Han, Insook – Journal of Educational Computing Research, 2013
The purpose of this study is to provide a new perspective for evaluating physicality in learning with a preliminary experimental study based on embodied cognition. While there are studies showing no superiority of physical manipulation over virtual manipulation, there are also studies that seem to advocate adding more physicality in simulations…
Descriptors: Teaching Methods, Graduate Students, Simulated Environment, Hands on Science
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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
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Adams, Deanne M.; Pilegard, Celeste; Mayer, Richard E. – Journal of Educational Computing Research, 2016
Learning physics often requires overcoming common misconceptions based on naïve interpretations of observations in the everyday world. One proposed way to help learners build appropriate physics intuitions is to expose them to computer simulations in which motion is based on Newtonian principles. In addition, playing video games that require…
Descriptors: Video Games, Teaching Methods, Technology Uses in Education, Simulated Environment
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