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Hamlen, Karla R. – Journal of Educational Computing Research, 2018
Video game play is a pervasive recreational activity, particularly among college students. While there is a large research base focused on educational video game play and uses of games in the classroom, there is much less research focused on cognitive strategies and entertainment video game play. The purpose of this study was to investigate…
Descriptors: Problem Solving, Video Games, Educational Games, Undergraduate Students
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Veerasamy, Ashok Kumar; D'Souza, Daryl; Lindén, Rolf; Laakso, Mikko-Jussi – Journal of Educational Computing Research, 2018
In this article, we report the results of the impact of prior programming knowledge (PPK) on lecture attendance (LA) and on subsequent final programming exam performance in a university level introductory programming course. This study used Spearman's rank correlation coefficient, multiple regression, Kruskal-Wallis, and Bonferroni correction…
Descriptors: Prior Learning, Programming, Computer Science Education, Lecture Method
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Li, Kun; Li, Yanju; Franklin, Teresa – Journal of Educational Computing Research, 2016
This study examined four factors that influence preservice teachers' intentions to adopt technology in classrooms based on the Theory of Planned Behavior and Technology Acceptance Model. These four factors--technology self-efficacy, attitudes toward technology, perceived ease of use of technology, and perceived barriers of technology…
Descriptors: Preservice Teachers, Teaching Models, Technology Integration, Teacher Attitudes
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Touati, Achraf; Baek, Youngkyun – Journal of Educational Computing Research, 2018
This study investigated students' perceptions of competence and enjoyment of a mobile game within the context of mobile game-based learning. The proposed model showed that perceived competence and game attitude were the main predictors of enjoyment, while no direct relationship was found between perceived competence and gaming achievement. The…
Descriptors: Student Attitudes, Competence, Self Concept, Educational Games
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Kposowa, Augustine J.; Valdez, Amanda D. – Journal of Educational Computing Research, 2013
Objectives: The primary objective of the study was to investigate the relationship between ubiquitous laptop use and academic achievement. It was hypothesized that students with ubiquitous laptops would score on average higher on standardized tests than those without such computers. Methods: Data were obtained from two sources. First, demographic…
Descriptors: Elementary School Students, Grade 4, Grade 5, Laptop Computers
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Wise, Alyssa Friend; Marbouti, Farshid; Hsiao, Ying-Ting; Hausknecht, Simone – Journal of Educational Computing Research, 2012
Sixty-seven undergraduates taking either a Blended Business Course (BBC) or an Online Education Course (OEC) were surveyed about factors influencing their "listening" behaviors in asynchronous online course discussions. These are the ways they attend to the posts made by others: which posts they open, how they engage with open posts, and…
Descriptors: Foreign Countries, Online Courses, Web Based Instruction, Asynchronous Communication