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Cynthia Y. Delgado; Richard E. Mayer – Journal of Educational Computing Research, 2025
This study examined whether answering focused explanative questions during pauses in an immersive virtual reality (IVR) lesson on pipetting procedures could enhance learning. The goal was to take a generative learning activity, known to be effective for declarative knowledge with conventional media, to the context of procedural knowledge with…
Descriptors: Computer Simulation, Computer Uses in Education, Laboratory Procedures, Learning Activities
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Gabrielle A. Shimko; Emily R. Fyfe; Karin H. James – Applied Cognitive Psychology, 2025
College students with attention-deficit/hyperactivity disorder (ADHD) exhibit difficulty in lecture notetaking, a key study skill supporting learning and academic achievement. Higher ADHD symptoms, particularly inattentive symptoms, are related to more sensorimotor difficulties, which may make taking handwritten notes difficult, thus disrupting…
Descriptors: College Students, Students with Disabilities, Attention Deficit Hyperactivity Disorder, Notetaking
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Nikola Levkov; Bojan Kitanovikj – International Journal of Technology in Education, 2024
While the right usage of technology brings a plethora of benefits, misusing technological devices and the Internet in an educational context can manifest in different behavioral tendencies. This ranges from growing addiction to technology and cyberbullying to technological anxiety and technostress. Yet, the effects of cyberloafing on students'…
Descriptors: Foreign Countries, College Students, Social Media, Internet
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Sage, Kara; Jackson, Sophia; Mauer, Larissa; Stockdale, Kayden – Educational Media International, 2022
Students frequently recruit digital devices to aid their academics. Past research has often focused on computers, with growing research on more mobile devices like tablets. Despite owning smartphones at high rates, little research has focused on college students' use of smartphones for academics. In the present study, students were randomly…
Descriptors: Computer Uses in Education, Laptop Computers, Tablet Computers, College Students
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Zuhan Liu; Lili Wang – Education and Information Technologies, 2025
With the continuous development of embodied cognition theory and virtual reality (VR) technology, its application in teaching has been paid more and more attention by researchers. However, there are still few practical studies on the combination of VR technology and embodied learning. Starting from literature research, the paper analyzes the…
Descriptors: Cognitive Processes, Computer Simulation, Human Body, Experiential Learning
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Cavalcante-Pimentel, Fernando-Silvio; Morais-Marques, Margarida; Barbosa-de-Sales-Junior, Valdick – Comunicar: Media Education Research Journal, 2022
The relationship between digital games and the mobilization of cognitive and metacognitive learning strategies deserves attention and needs research that contributes to the understanding of how these strategies can favor the teaching and learning processes. This study describes how university students over 18 years of age mobilize cognitive and…
Descriptors: Learning Strategies, Computer Games, College Students, Metacognition
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Shi, Yinghui; Yang, Huiyun; Yang, Zongkai; Liu, Wei; Wu, Di; Yang, Harrison Hao – Australasian Journal of Educational Technology, 2022
This study investigated the effects of note-taking styles on college students' learning achievement and cognitive load in a 6-week lecture-based computer network course. Fortytwo students were randomly assigned into one of three groups, which consisted of collaborative note-taking, laptop note-taking, and traditional longhand note-taking. The…
Descriptors: Notetaking, College Students, Academic Achievement, Cognitive Processes
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Mario Lepore; Federica Mennuni – International Journal for Technology in Mathematics Education, 2023
In this research, we investigated whether the use of GeoGebra Augmented Reality (AR) can foster students in conceptualising a mathematical object by manipulating its different semiotic representations. We designed and implemented, with thirty university mathematics students, a teaching sequence on paraboloids using GeoGebra AR supported by…
Descriptors: Computer Simulation, Computer Software, Mathematical Concepts, College Mathematics
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Imdadullah Hidayat-ur-Rehman – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: Digital technology's integration into education has transformed learning frameworks, necessitating the exploration of factors influencing students' engagement in digital informal settings. This study, grounded in self-determination theory (SDT), proposes a model comprising artificial intelligence (AI) competence, chatbot usage, perceived…
Descriptors: Artificial Intelligence, Personal Autonomy, Learner Engagement, Informal Education
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Shao-Chen Chang; Charoenchai Wongwatkit – Education and Information Technologies, 2024
As computational thinking becomes increasingly essential, the challenge of designing effective teaching approaches to foster students' abilities in this area persists, especially for higher order thinking skills. This study addresses this challenge by proposing and implementing a peer assessment-based Scrum project (PA-SP) learning approach in…
Descriptors: Peer Evaluation, Computer Science Education, Programming, Mental Computation
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Coetzee, Stephen A.; Schmulian, Astrid; Janse van Rensburg, Cecile – Accounting Education, 2023
As a result of containment measures implemented during COVID-19, the authors needed to re-envision and restructure in-person assessments for learning that provided immediate peer feedback to students in their competency-based financial reporting course. Peer feedback is crucial in competency-based education, as mastering a competency necessitates…
Descriptors: Computer Mediated Communication, Peer Evaluation, Feedback (Response), Computer Assisted Testing
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Xin Li; Wanqing Hu; Yanyan Li – Educational Technology Research and Development, 2025
Collaboration scripts are widely employed in online collaborative learning to enhance student engagement and facilitate collaboration. However, the optimal level of scripting remains a subject of debate. This study aims to address this issue by designing and developing different types of collaborative scripts implemented through conversational…
Descriptors: Artificial Intelligence, Scripts, Learner Engagement, Electronic Learning
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Ling Wu; Shuxin Wang – Education and Information Technologies, 2025
Contemporary technological advancements offer new possibilities for enhancing user creativity. We aimed to explore how technology can boost student creativity to meet the twenty-first century's demand for innovative talent. Based on the 4P model of creativity (person, process, product, and press) and constructivist theory, a virtual reality (VR)…
Descriptors: Computer Simulation, Brain, Biofeedback, Creativity
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Cheng, Yu-Ping; Cheng, Shu-Chen; Huang, Yueh-Min – International Review of Research in Open and Distributed Learning, 2022
Online learning has been widely discussed in education research, and open educational resources have become an increasingly popular way to help learners acquire knowledge. However, these resources contain massive amounts of information, making it difficult for learners to identify Web articles that refer to computer science knowledge. This study…
Descriptors: Internet, Online Searching, Information Retrieval, Artificial Intelligence
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Mingjie Zou; Binhai Ren – Journal for the Psychology of Language Learning, 2024
Flow, a subjective state of optimal engagement and immersion, is characterized by a balance of perceived challenges and skills, interest, attention, and a sense of control (Csikszentmihalyi, 1990). Investigating flow in language learning can provide valuable insights into effective learning processes and contexts (Egbert, 2003). Self-regulated…
Descriptors: Metacognition, Learning Strategies, English (Second Language), Second Language Learning
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