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Nikolaos Pellas – Journal of Educational Computing Research, 2024
Educational technologists and practitioners have made substantial strides in developing affordable digital and tangible resources to support both formal and informal computer science instruction. However, there is a lack of research on practice-based assignments, such as Internet of Things (IoT) projects, that allow undergraduate students to…
Descriptors: Computation, Thinking Skills, Learning Motivation, Academic Persistence
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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
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Semerci, Yusuf Can; Goularas, Dionysis – Journal of Educational Computing Research, 2021
Estimating the flow state of students in a course allows evaluating their sentimental state and the challenges they are facing. In e-learning platforms, the evaluation of flow state is a complex task because it depends on the ability to extract the parameters that better reflect the activity and effort of students. In this scope, the current study…
Descriptors: Educational Technology, Electronic Learning, Interaction, Online Courses
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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
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Ha, Oai; Fang, Ning – Journal of Educational Computing Research, 2018
An innovative educational technology called interactive virtual and physical manipulatives (VPM) is developed to improve students' spatial skills. With VPM technology, not only can students touch and play with real-world physical manipulatives in their hands but also they can see how the corresponding virtual manipulatives (i.e., computer…
Descriptors: Spatial Ability, Manipulative Materials, Educational Technology, Technology Uses in Education
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Lorenzo, Carlos-Miguel – Journal of Educational Computing Research, 2014
This study looked at teachers' role-play and simulations in order to increase teachers' skills in psycho-pedagogical support on educational virtual worlds. We put forward a proposal to encourage the use of 3D scenarios where teachers can improve their skills for situations of cultural and ethical concerns that require a high level…
Descriptors: Role Playing, Computer Simulation, Simulated Environment, Teaching Skills
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McCreery, Michael P.; Schrader, P. G.; Krach, S. Kathleen – Journal of Educational Computing Research, 2011
There is a substantial and growing interest in immersive virtual spaces as contexts for 21st century skills like problem solving, communication, and collaboration. However, little consideration has been given to the ways in which users become proficient in these environments or what types of target behaviors are associated with 21st century…
Descriptors: Expertise, Educational Technology, Virtual Classrooms, Computers
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Chang, Chen-Chi; Jong, Ay; Huang, Fu-Chang – Journal of Educational Computing Research, 2012
Students acquire skills in problem solving and critical thinking through the process as well as team work on problem-based learning courses. Many courses have started to involve the online learning environment and integrate these courses with electronic resources. Teachers use electronic resources in their classes. To overcome the problem of the…
Descriptors: Educational Resources, Structural Equation Models, Problem Based Learning, Internet
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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
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Burgess, Melissa L.; Ice, Phil – Journal of Educational Computing Research, 2011
In this study, we examined optimal experience and the antecedents of flow as reported by college-level developmental reading students using "Second Life", a multi-user virtual environment. In an educational context, "Second Life" provided a space for demonstrating 21st century skills including communication, collaboration, problem-solving, and…
Descriptors: Developmental Programs, Virtual Classrooms, Remedial Reading, College Students
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Koh, Joyce H. L.; Frick, Theodore W. – Journal of Educational Computing Research, 2009
Technology skills instruction is an important component of educational technology courses, which has been shown to raise pre-service teachers' computer self-efficacy. Computer self-efficacy, in turn, is positively related to their self-efficacy for technology integration. Studies of undergraduate technology skills instruction found that classroom…
Descriptors: Preservice Teacher Education, Preservice Teachers, Self Efficacy, Teacher Educators
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Graham, Charles R.; Tripp, Tonya; Wentworth, Nancy – Journal of Educational Computing Research, 2009
This study explores the efforts at Brigham Young University to improve preservice candidates' technology integration using the Teacher Work Sample (TWS) as an assessment tool. Baseline data that was analyzed from 95 TWSs indicated that students were predominantly using technology for productivity and information presentation purposes even though…
Descriptors: Field Instruction, Work Sample Tests, Technology Integration, Educational Technology