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Minkai Wang; Di Zhang; Jingdong Zhu; Hanjie Gu – Journal of Educational Computing Research, 2025
Scientific knowledge is often abstract and challenging, making it difficult for students to apply these concepts effectively. Digital game-based learning (DGBL) offers an engaging and immersive approach, but the fixed resources and predetermined learning paths in most games limit its ability to adapt to individual learners' needs. Large language…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Academic Achievement
Jiawen Liu; Rustam Shadiev; Mei Cao – Education and Information Technologies, 2025
Integrating digital games into learning about digital citizenship has garnered significant attention. While digital game-based learning has the potential to enhance learners' academic performance, engagement, and motivation, these games often focus on specific aspects of digital citizenship education and lack systematic design approaches.…
Descriptors: Computer Games, Educational Games, Game Based Learning, Citizenship Education
Shu-Fang Hsieh; Gwo-Jen Hwang – Journal of Computer Assisted Learning, 2025
Background: While both Content and Language Integrated Learning (CLIL) and Digital Game-Based Learning (DGBL) are widely recognised as effective methods to enhance bilingual education, their combination often leads to cognitive overload and fragmented learning experiences. In Taiwan's bilingual education context, where integrating English into…
Descriptors: Concept Mapping, Content and Language Integrated Learning, Computer Games, Educational Games
Li, Yue; Jiang, Qiang; Xiong, Weiyan; Zhao, Wei – Education and Information Technologies, 2023
One of the recognized ways to enhance teaching and learning is having insights into the behavior patterns of students. Studies that explore behavior patterns in online self-directed learning (OSDL) are scant though. In addition, the focus is lacking on how high-achieving (HA) students' behavior patterns affect the academic performance of…
Descriptors: Student Behavior, Behavior Patterns, Electronic Learning, Online Courses
Zheng, Lanqin; Zhong, Lu; Niu, Jiayu – Assessment & Evaluation in Higher Education, 2022
Learning analytics has been widely used in the field of education. Most studies have adopted a learning analytics dashboard to present data on learning processes or learning outcomes. However, only presenting learning analytics results was not sufficient and lacked personalised feedback. In response to these gaps, this study proposed a learning…
Descriptors: Electronic Learning, Cooperative Learning, Undergraduate Students, Feedback (Response)
Reisoglu, Ilknur; Çebi, Ayça; Bahçekapili, Tugba – Interactive Learning Environments, 2022
While the impact of behavioural and cognitive processes on online information searching behaviours have been studied in some depth, little is known about the impact of procedural and metacognitive processes on online information searching behaviours. In addition, although the literature contains studies examining online information searching…
Descriptors: Online Searching, Information Seeking, Cognitive Style, Cognitive Processes
Xiao-Fan Lin; Gwo-Jen Hwang; Jing Wang; Yue Zhou; Wenyi Li; Jiachun Liu; Zhong-Mei Liang – Interactive Learning Environments, 2023
Augmented reality (AR) can represent a contextualised scientific inquiry environment in which students may explore the real world and develop science process skills via interacting with rich information from virtual systems. However, it remains a challenge for most students to complete scientific inquiry tasks without proper support. Research…
Descriptors: Computer Simulation, Active Learning, Inquiry, Behavior Patterns
Zhou, Han-yu; Yang, Han-xue; Shi, Li-juan; Lui, Simon S. Y.; Cheung, Eric F. C.; Chan, Raymond C. K. – Journal of Autism and Developmental Disorders, 2021
Atypical sensory processing has recently gained much research interest as a key domain of autistic symptoms. Individuals with autism spectrum disorder (ASD) exhibit difficulties in processing the temporal aspects of sensory inputs, and show altered behavioural responses to sensory stimuli (i.e., sensory responsiveness). The present study examined…
Descriptors: Correlation, Sensory Integration, Autism, Pervasive Developmental Disorders
Hedlefs-Aguilar, Maria Isolde; Morales-Martinez, Guadalupe Elizabeth; Villarreal-Lozano, Ricardo Jesus; Moreno-Rodriguez, Claudia; Gonzalez-Rodriguez, Erick Alejandro – European Journal of Educational Research, 2021
This study explored the cognitive mechanism behind information integration in the test anxiety judgments in 140 engineering students. An experiment was designed to test four factors combined (test goal orientation, test cognitive functioning level, test difficulty and test mode). The experimental task required participants to read 36 scenarios,…
Descriptors: Test Anxiety, Engineering Education, Algebra, College Students
Sun, Jerry Chih-Yuan; Yu, Shih-Jou; Chao, Chih-Hsuan – Educational Psychology, 2019
The current study developed an intelligent learning environment for online education of research ethics and investigated how encouragement and warning intelligent feedback influenced learners' engagement (behavioural, emotional, and cognitive) and cognitive load (mental load and mental effort). Participants included 191 graduate students in Taiwan…
Descriptors: Feedback (Response), Learner Engagement, Cognitive Processes, Difficulty Level
Koc-Januchta, Marta M.; Schönborn, Konrad J.; Tibell, Lena A. E.; Chaudhri, Vinay K.; Heller, H. Craig – Journal of Educational Computing Research, 2020
Applying artificial intelligence (AI) to support science learning is a prominent aspect of the digital education revolution. This study investigates students' interaction and learning with an AI book, which enables the inputting of questions and receiving of suggested questions to understand biology, in comparison with a traditional E-book.…
Descriptors: Artificial Intelligence, Textbook Content, Science Materials, Biology
Chu, Hui-Chun; Wang, Chun-Chieh; Wang, Lin – Educational Technology & Society, 2019
EFL (English as a foreign language) students usually learn by rote when they study English grammar. They usually memorize all the grammar rules mechanically instead of learning grammar in a structured way. Researchers have suggested that students can internalize knowledge via using knowledge construction tools and collaborated learning activities.…
Descriptors: Instructional Effectiveness, Concept Mapping, Cooperative Learning, Game Based Learning
Poljac, Edita; Poljac, Ervin; Yeung, Nick – Journal of Autism and Developmental Disorders, 2012
Impairments in cognitive control generating deviant adaptive cognition have been proposed to account for the strong preference for repetitive behavior in autism. We examined if this preference reflects intentional deficits rather than problems in task execution in the broader autism phenotype using the Autism-Spectrum Quotient (AQ). Participants…
Descriptors: Autism, Behavior Patterns, Symptoms (Individual Disorders), Cognitive Processes
Butler, Yuko Goto; Someya, Yuumi; Fukuhara, Eiji – ELT Journal, 2014
Young learners' use of instructional games in foreign language learning is not yet well understood. Using games that were part of the learning tools for an online assessment, Jido-Eiken, a standardized English proficiency test for young learners in Japan, we examined young learners' game-playing behaviours and the relationship of these behaviours…
Descriptors: Computer Games, Second Language Programs, Second Language Instruction, English (Second Language)
Wicker, Allan – J Educ Psychol, 1969
Paper based on PhD dissertation submitted to the University of Kansas. Research supported by Public Health Service Grant No. 5-FI-MH-30, 582-02.
Descriptors: Behavior Patterns, Cognitive Processes, Difficulty Level, Educational Environment

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