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Azzeddine Boudouaia; Samia Mouas; Bochra Kouider – Journal of Educational Computing Research, 2024
The field of computer-assisted language learning has recently brought about a notable change in English as a Foreign Language (EFL) writing. Starting from October 2022, students across different academic fields have increasingly depended on ChatGPT-4 as a helpful resource for addressing particular challenges in EFL writing. This study aimed to…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Teaching Methods
Chou, Te-Lien; Tang, Kai-Yu; Tsai, Chin-Chung – Journal of Educational Computing Research, 2021
Programming learning has become an essential literacy for computer science (CS) and non-CS students in the digital age. Researchers have addressed that students' conceptions of learning influence their approaches to learning, and thus impact their learning outcomes. Therefore, we aimed to uncover students' conceptions of programming learning…
Descriptors: Foreign Countries, College Students, Student Attitudes, Computer Attitudes
Wang, Zhen; Cao, Yang; Gong, Shaoying – Journal of Educational Computing Research, 2023
Although learner characteristics have been identified as important moderator variables for feedback effectiveness, the question of why learners benefit differently from feedback has only received limited attention. In this study, we investigated: (1) whether learners' dominant goal orientation moderated the effects of computer-based elaborated…
Descriptors: Goal Orientation, Feedback (Response), Cues, Student Characteristics
Ba, Shen; Stein, David; Liu, Qingtang; Long, Taotao; Xie, Kui; Wu, Linjing – Journal of Educational Computing Research, 2021
Despite the continuous emphasis on emotion in multimedia learning, it was still unclear how pedagogical agent emotional cues might affect learning. In the present study, a between-subjects experiment was performed to examine the effects of a pedagogical agent with dual-channel emotional cues on learners' emotions, cognitive load, and knowledge…
Descriptors: Cognitive Ability, Transfer of Training, Teaching Methods, Multimedia Instruction
Chen, Yu-Chi; Hou, Huei-Tse; Wu, Chang-Hsin – Journal of Educational Computing Research, 2023
A scaffolding-based mind tool was designed to allow teachers to easily create lesson plans for in-class gamified activities and to embed various scaffoldings in the lesson plan design. The purpose of this study was to investigate the learning outcomes of a scaffolding-based mind tool integrated with gamified learning activities applied to a…
Descriptors: Scaffolding (Teaching Technique), Teaching Methods, Game Based Learning, Instructional Effectiveness
Pando Cerra, Pablo; Fernández Álvarez, Humberto; Busto Parra, Bernardo; Iglesias Cordera, Paula – Journal of Educational Computing Research, 2022
Game-Based Learning (GBL) is increasingly widespread as a learning technique in the engineering studies. However, this innovative methodology may be difficult to incorporate in some subjects due to their complex contents. This paper aims at combining traditional learning methodologies with game mechanics by using an ad-hoc gaming web environment…
Descriptors: Academic Achievement, Game Based Learning, Information Technology, Teaching Methods
Dalvi-Esfahani, Mohammad; Wai Leong, Lam; Ibrahim, Othman; Nilashi, Mehrbakhsh – Journal of Educational Computing Research, 2020
In the literature, there is a scarcity of studies investigating the factors influencing the deployment of mobile Web 2.0 (MW2.0) as pedagogical tools in higher education. The purpose of this study is to investigate the adoption of mobile Web 2.0 learning (MW2.0L) by students and further to explore their perceived learning. Accordingly, a research…
Descriptors: Student Attitudes, Web 2.0 Technologies, Telecommunications, Handheld Devices
MacLeod, Jason; Yang, Harrison Hao; Zhu, Sha; Shi, Yinghui – Journal of Educational Computing Research, 2018
In an effort to address student engagement challenges, much research has explored student-to-student connected classroom climate (CCC). Research positively associates CCC to the benefits of student integration, learning, and retention in face-to-face environments. However, few studies have examined CCC in computer-mediated environments. This study…
Descriptors: Classroom Environment, Computer Networks, Computer Software, Computer Mediated Communication
Teng, Chin-Hung; Chen, Jr-Yi; Chen, Zhi-Hong – Journal of Educational Computing Research, 2018
Although the learning of programming language is critical in science and technology education, it might be difficult for some students, especially novices. One possible reason might be the fact that programming language, especially for three-dimensional (3D) applications, is too complex and abstract for these students to understand. Programming…
Descriptors: Computer Simulation, Simulated Environment, Programming, Computer Science Education
Karaoglan Yilmaz, Fatma Gizem; Olpak, Yusuf Ziya; Yilmaz, Ramazan – Journal of Educational Computing Research, 2018
Flipped Classroom (FC) has become an increasingly popular model in many disciplines in today's educational system. In order for the FC model to be effective, it is important for the student to have self-regulation skills. It is especially important that students have advanced self-regulatory skills so that the online learning process of the FC…
Descriptors: Blended Learning, Teaching Methods, Metacognition, College Students
Jumaat, Nurul Farhana; Tasir, Zaidatun – Journal of Educational Computing Research, 2016
Scaffolding refers to a guidance that helps students during their learning sessions whereby it makes learning easier for them. This study aims to develop a framework of metacognitive scaffolding (MS) to guide students in learning Authoring System through Facebook. Thirty-seven master degree students who were enrolled in Authoring System course…
Descriptors: Metacognition, Scaffolding (Teaching Technique), Programming, Computer Science Education
Pellas, Nikolaos; Peroutseas, Efstratios – Journal of Educational Computing Research, 2016
While pedagogical and technological affordances of three-dimensional (3D) multiuser virtual worlds in various educational disciplines are largely well-known, a study about their effect on high school students' engagement in introductory programming courses is still lacking. This case study presents students' opinions about their participation in a…
Descriptors: High School Students, Educational Games, Computer Simulation, Simulated Environment
Liu, Chien-Jen; Yang, Shu Ching – Journal of Educational Computing Research, 2014
This study used the Community of Inquiry (CoI) model proposed by Garrison to investigate students' level of knowledge construction in asynchronous discussions. The participants included 36 senior students (27 males) majoring in information management. The students attended 18 weeks of an online information ethics course. In this study, four types…
Descriptors: Undergraduate Students, Technical Institutes, Communities of Practice, Inquiry
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

Shuell, Thomas J.; Farber, Stacey L. – Journal of Educational Computing Research, 2001
Describes a study that explored college students' perceptions of computer-based technology in a variety of academic disciplines and their perceptions of the effects this technology had on their learning. Topics include students' general perceptions of technology and learning; technology use in lectures; communications technology; and gender…
Descriptors: College Students, Computer Assisted Instruction, Gender Issues, Higher Education
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