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Showing 1 to 15 of 20 results Save | Export
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Yang, Jie Chi; Chung, Ching-Jung; Chen, Mei-Shan – Journal of Computer Assisted Learning, 2022
Background: Performance goal orientations are influential motivational factors for predicting learning performance. However, a lack of attention has been paid to investigating the effects of performance goal orientations on learning performance and in-game performance in the context of digital game-based learning. Objectives: This study…
Descriptors: Educational Games, Game Based Learning, Academic Achievement, Goal Orientation
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Starkey, Louise; Zhong, Jingyi – Journal of Computer Assisted Learning, 2019
How computers in schools impact on children's learning has been studied through research that explores student achievement at one point in time or by comparing different classroom contexts with differing results. The introduction of an optional netbook purchasing scheme for children in a low socio-economic community provided an opportunity to…
Descriptors: Correlation, Laptop Computers, Ownership, Mathematics Achievement
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Anna Flavia Di Natale; Claudia Repetto; Daniela Villani – Journal of Computer Assisted Learning, 2024
Background: Online synchronous learning in higher education frequently struggles to overcome the social presence gap, resulting in dissatisfaction and poor learning outcomes. Objectives: This study examined the effectiveness of desktop-based virtual reality (VR) social platforms compared to video conferencing (VC) platforms in enhancing students'…
Descriptors: Computer Simulation, Social Media, Computers, Teleconferencing
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Herodotou, C. – Journal of Computer Assisted Learning, 2018
Mobile applications are popular among young children, yet there is a dearth of studies examining their impact on learning and development. A systematic review identified 19 studies reporting learning effects on children 2 to 5 years old. The number of children participating in experimental, quasi-experimental, or mixed-method studies was 862 and…
Descriptors: Young Children, Handheld Devices, Technology Uses in Education, Educational Research
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Tokac, Umit; Novak, Elena; Thompson, Christopher G. – Journal of Computer Assisted Learning, 2019
This meta-analysis investigated the effects of learning video games on mathematics achievement of PreK-12th-grade students compared with traditional classroom instructional methods. Results from the 24 collected studies showed heterogeneity among effect sizes, both in magnitude and direction. Using a random effects model, a small but marginally…
Descriptors: Meta Analysis, Mathematics Instruction, Mathematics Achievement, Teaching Methods
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Mo, D.; Zhang, L.; Wang, J.; Huang, W.; Shi, Y.; Boswell, M.; Rozelle, S. – Journal of Computer Assisted Learning, 2015
Computer assisted learning (CAL) programs have been shown to be effective in improving educational outcomes. However, the existing studies on CAL have almost all been conducted over a short period of time. There is very little evidence on how the impact evolves over time. In response, we conducted a clustered randomized experiment involving 2741…
Descriptors: Computer Assisted Instruction, Achievement Gains, Foreign Countries, Outcomes of Education
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Kimmons, R. – Journal of Computer Assisted Learning, 2015
This study seeks to understand the relationship between K-12 online system adoption (e.g., Blackboard, Edmodo, WordPress) and school-level academic achievement ratings. Utilizing a novel approach to data collection via website data extraction and indexing of all school websites in a target state in the United States (n?=?732) and merging these…
Descriptors: Online Systems, Adoption (Ideas), Academic Achievement, Elementary Secondary Education
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Hsia, Yen-Teh; Jong, Bin-Shyan; Lin, Tsong-Wuu; Liao, Ji-Yang – Journal of Computer Assisted Learning, 2019
Suppose learners use their free time to go online to review course materials, and they do so by taking optional tests that consist of multiple-choice questions (MCQs). What will happen if, for every practice question, there is always a choice (out of four possible choices) that is marked as "the (current) hot choice?" Will this make any…
Descriptors: Multiple Choice Tests, Test Preparation, Learning Processes, Test Construction
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Iio, Takamasa; Maeda, Ryota; Ogawa, Kohei; Yoshikawa, Yuichiro; Ishiguro, Hiroshi; Suzuki, Kaori; Aoki, Tomohiro; Maesaki, Miharu; Hama, Mika – Journal of Computer Assisted Learning, 2019
This paper reports how robot-assisted language learning (RALL) impacts Japanese adults' English speaking skills. With existing research on RALL focusing on children, there is little evidence indicating RALL's effects on adults. We developed a RALL system comprising a robot, a tablet, and designed learning materials for speaking practice. To…
Descriptors: English (Second Language), Pretests Posttests, Asians, Accuracy
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Denham, A. R. – Journal of Computer Assisted Learning, 2015
There has been a steady rise in the support for games as learning environments. This support is largely based on the strong levels of engagement and motivation observed during gameplay. What has proven difficult is the ability to consistently design and develop learning games that are both engaging and educationally viable. Those in the game-based…
Descriptors: Educational Games, Instructional Design, Elementary School Students, Grade 4
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McLaughlin, T.; Yan, Z. – Journal of Computer Assisted Learning, 2017
This article is a review of literature on online formative assessment (OFA). It includes a narrative summary that synthesizes the research on the diverse delivery methods of OFA, as well as the empirical literature regarding the strong psychological benefits and limitations. Online formative assessment can be delivered using many traditional…
Descriptors: Formative Evaluation, Computer Assisted Testing, Delivery Systems, Achievement Gains
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Masek, M.; Boston, J.; Lam, C. P.; Corcoran, S. – Journal of Computer Assisted Learning, 2017
Concepts from the Australian mathematics curriculum on fractions were used as core elements to design three computer games. In each game, the concepts were presented in the form of tangible puzzles, customized to a difficulty level based on student capability. The games were integrated into a single virtual game world, and a fantasy story was used…
Descriptors: Fractions, Blended Learning, Video Games, Mastery Learning
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Mason, L.; Scheiter, K.; Tornatora, M. C. – Journal of Computer Assisted Learning, 2017
This study used eye movement modeling examples (EMME) to support students' integrative processing of verbal and graphical information during the reading of an illustrated text. EMME consists of a replay of eye movements of a model superimposed onto the materials that are processed for accomplishing the task. Specifically, the study investigated…
Descriptors: Eye Movements, Multimedia Materials, Multimedia Instruction, Computer Graphics
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Wang, Y.-H. – Journal of Computer Assisted Learning, 2017
This study aimed to explore whether integrating augmented reality (AR) techniques could support a software editing course and to examine the different learning effects for students using online-based and AR-based blended learning strategies. The researcher adopted a comparative research approach with a total of 103 college students participating…
Descriptors: College Students, Computer Software, Computer System Design, Blended Learning
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Furió, D.; Juan, M.-C.; Seguí, I.; Vivó, R. – Journal of Computer Assisted Learning, 2015
Different methods can be used for learning, and they can be compared in several aspects, especially those related to learning outcomes. In this paper, we present a study in order to compare the learning effectiveness and satisfaction of children using an iPhone game for learning the water cycle vs. the traditional classroom lesson. The iPhone game…
Descriptors: Telecommunications, Technology Uses in Education, Teaching Methods, Handheld Devices
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