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Lihui Sun; Liang Zhou – Journal of Educational Computing Research, 2024
The use of generative artificial intelligence (Gen-AI) to assist college students in their studies has become a trend. However, there is no academic consensus on whether Gen-AI can enhance the academic achievement of college students. Using a meta-analytic approach, this study aims to investigate the effectiveness of Gen-AI in improving the…
Descriptors: Artificial Intelligence, Academic Achievement, College Students, Technology Uses in Education
Abrache, Mohamed-Amine; Bendou, Abdelkrim; Cherkaoui, Chihab – Journal of Educational Computing Research, 2021
Peer assessment is a method that has shown a positive impact on learners' cognitive and metacognitive skills. It also represents an effective alternative to instructor-provided assessment within computer-based education and, particularly, in massive online learning settings such as MOOCs. Various platforms have incorporated this mechanism as an…
Descriptors: Peer Evaluation, Mathematics, Online Courses, College Students
Wang, Wei-Tsong; Kartika Sari, Mega – Journal of Educational Computing Research, 2024
The designs of gamification platforms are diverse and constantly evolving. Excessive use of various game mechanisms in learning platforms can distract from the learning process. However, the fit of game mechanisms is still uncertain. Thus, this study investigates the effect of achieving fit when implementing game mechanisms on learning outcomes by…
Descriptors: Gamification, Educational Technology, Design, Cognitive Processes
Tsai, Shu-Chiao – Journal of Educational Computing Research, 2023
Due to the outbreak of COVID 19, an online bilingual curriculum was conducted via "Google Meet." The learning material was developed and implemented by using a smartphone application, STEMUP, based on augmented reality (AR) and automatic speech recognition (ASR) technologies. This study investigated the oral performance and perceptions…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, College Students
Pin-Hui Li; Hsin-Yu Lee; Chia-Ju Lin; Wei-Sheng Wang; Yueh-Min Huang – Journal of Educational Computing Research, 2025
The core purpose of integrating inquiry-based learning strategies into STEM activities is to create a challenging learning environment that stimulates students' active learning, thereby effectively enhancing their interest in learning, thinking skills, and practical application abilities. To achieve these goals, developing more technology-assisted…
Descriptors: Computer Software, Artificial Intelligence, Synchronous Communication, Active Learning
Yang-Hsin Fan; Tzung-Jin Lin – Journal of Educational Computing Research, 2025
Extant literature has preliminarily confirmed the potential benefits of holographic projections for educational purposes. Yet, students' experiences of learning by holographic projection have rarely been addressed. The main purpose of this study was therefore to explore students' conceptions of and approaches to learning by holographic projection.…
Descriptors: Foreign Countries, College Students, Astronomy, Lunar Research
Chapman, Jared R.; Kohler, Tanner B.; Gedeborg, Sam – Journal of Educational Computing Research, 2023
Research on gamification's effects in educational environments has been a growing domain in recent years. As research has demonstrated the power of gamified systems to effectively motivate learners in educational settings, it has also become clear that not all individuals are motivated in the same way, or to the same extent, by the same gamified…
Descriptors: Educational Technology, Gamification, Student Motivation, Student Attitudes
Qi Wang; Shengquan Yu; Xiaofeng Wang – Journal of Educational Computing Research, 2024
Chinese as a second language (CSL) learning has attracted more attention and supporting learners with adaptive resources becomes difficult. Some online systems recommended pre-designed resources from existing databases while the resources could not match learners' context. Designing resources dynamically according to learners' needs could be a…
Descriptors: Second Language Learning, Chinese, College Students, Online Systems
Jo, Jaechoon; Yu, Wonhui; Koh, Kyu Han; Lim, Heuiseok – Journal of Educational Computing Research, 2018
We propose a minimum learning judgment system that is appropriate for online learning environments, and we verify this minimum learning judgment system through various experiments. By focusing on the learning effort, this system can easily and quickly determine whether learners have exerted the minimum effort required for learning. To do this, the…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Word Recognition
Brom, Cyril; Stárková, Tereza; Bromová, Edita; Dechterenko, Filip – Journal of Educational Computing Research, 2019
Despite the increased interest in gamification approaches, there is a lack of comparative studies that shed light on the applicability of these approaches in educational contexts. In this explorative study, with an experimental design, university learners (N = 98) studied a complex process (i.e., how to brew beer) in a 2-hour-long computerized…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Computer Simulation
Durak, Hatice Yildiz – Journal of Educational Computing Research, 2020
The objective of this study is to construct a model which explains and predicts the relations of university students' cyberloafing behaviors with demographic and academic variables at computing courses where online social networking sites are utilized for education and is to review whether there is longitudinal effect on these relations in terms…
Descriptors: Educational Technology, Technology Uses in Education, Social Media, Student Behavior
Tirado-Morueta, Ramón; Maraver-López, Pablo; Pérez-Rodríguez, Amor; Hernando-Gómez, Ángel – Journal of Educational Computing Research, 2020
There are few studies devoted to analyze the relationships between the structure of the social network and performance in the online learning process as group. In this study, the Community of Inquiry (CoI) model is used as an analytical framework, along with quantitative content analysis and social network analysis, in order to identify the effect…
Descriptors: Social Networks, Inquiry, Educational Technology, Technology Uses in Education
Yu-Hung Chiang; Yu-Chen Su; Wei-Tsong Wang; Tien-Chi Huang – Journal of Educational Computing Research, 2025
As big data and artificial intelligence become integral to business decision-making, business management students require proficiency in data science and big data. However, the use of instructional technologies, such as augmented reality (AR) and mind mapping to teach these subjects is limited. This study introduces an innovative pedagogical model…
Descriptors: Business Education, College Students, Foreign Countries, Data
Xiaohong Liu; Baoxin Guo; Wei He; Xiaoyong Hu – Journal of Educational Computing Research, 2025
Generative artificial intelligence (GenAI) has significant potential for educational innovation, although its impact on students' learning outcomes remains controversial. This study aimed to examine the impact of GenAI on the learning outcomes of K-12 and higher education students, and explore the moderating factors influencing this impact. A…
Descriptors: Artificial Intelligence, Man Machine Systems, Natural Language Processing, Technology Uses in Education
Lin, Chin-Tsai; Chang, Shih-Jui; Chen, Yung-Hui – Journal of Educational Computing Research, 2022
With the progress and innovation of digital technology, people's knowledge acquisition, information exchange, and communication modes have changed significantly. The universality of emerging technology media enables instructional designers to use digital media to provide different teaching materials and teaching methods to meet the needs of…
Descriptors: Introductory Courses, Computer Science Education, Computer Uses in Education, Educational Technology