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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
Cao, Yang; Gong, Shao-Ying; Wang, Zhen; Cheng, Yang; Wang, Yan-Qing – Journal of Computer Assisted Learning, 2022
Background: As one of the gamification elements, leaderboard, especially absolute leaderboard, is widely used in educational gamification systems. However, empirical studies on the optimal use condition of the leaderboard and underlying influence mechanisms are deficient. Objectives: This study explored which difficulty was more conducive to…
Descriptors: Goal Orientation, Difficulty Level, Learning Motivation, Educational Games
Pieter Vanneste; Kim Dekeyser; Luis Alberto Pinos Ullauri; Dries Debeer; Frederik Cornillie; Fien Depaepe; Annelies Raes; Wim Van den Noortgate; Sameh Said-Metwaly – Journal of Computer Assisted Learning, 2024
Background: Augmented reality (AR) is receiving increasing interest as a tool to create an interactive and motivating learning environment. Yet, it is unclear how instructional support affects performance in AR. Objectives: This study sought to explore how varying the instructional support in AR can affect performance-related behaviours of…
Descriptors: Computer Simulation, Artificial Intelligence, Cognitive Ability, Student Behavior
Wu, Bian; Hu, Yiling; Ruis, A. R.; Wang, Minhong – Journal of Computer Assisted Learning, 2019
Computational thinking (CT), the ability to devise computational solutions for real-life problems, has received growing attention from both educators and researchers. To better improve university students' CT competence, collaborative programming is regarded as an effective learning approach. However, how novice programmers develop CT competence…
Descriptors: Thinking Skills, Problem Solving, Teaching Methods, College Students
Hüseyin Ates; Mustafa Köroglu – Journal of Computer Assisted Learning, 2024
Background: Online collaboration tools have been identified as potentially effective means for enhancing student learning, motivation, and engagement in science education. However, their effectiveness in improving science education outcomes among middle school students remains uncertain. Objectives: The study aimed to investigate the impact of…
Descriptors: Cooperative Learning, Comparative Analysis, Academic Achievement, Learner Engagement
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
Dipali Basumatary; Ranjan Maity – Journal of Computer Assisted Learning, 2024
Background: Augmented reality can provide a 3D virtual experience, widely used in modern education. However, the impact of these applications on the underdeveloped tribal community has yet to be investigated. To our knowledge, no markerless augmented reality application has been developed especially for learning the language of the Bodo tribe.…
Descriptors: Computer Simulation, Language Maintenance, Tribes, Teaching Methods
Maycock, Keith W. – Journal of Computer Assisted Learning, 2019
The case study was carried out at a third-level college in Ireland to investigate the performance of a student population completing a first year computer architecture module using a flipped learning approach against a traditional chalk and talk approach. The study was completed over a 2-year period with the same lecturer delivering both…
Descriptors: Foreign Countries, Lecture Method, Blended Learning, College Students
Alam, Md. I.; Malone, Lauren; Nadolny, Larysa; Brown, Michael; Cervato, Cinzia – Journal of Computer Assisted Learning, 2023
Background: The substantial growth in gamification research has connected gamified learning to enhanced engagement, improved performance, and greater motivation. Similar to gamification, personalized learning analytics dashboards can enhance student engagement. Objectives: This study explores the student experiences and academic achievements using…
Descriptors: Academic Achievement, Game Based Learning, Introductory Courses, STEM Education
Lee, Yuan-Hsuan – Journal of Computer Assisted Learning, 2023
Background: Implementing English medium instruction (EMI) has become a proliferating measure in higher education to embrace globalization. Nevertheless, university students reported various challenges in taking EMI courses. Objectives: This study investigated the effect of the computer-mediated terminology pretraining on university students' EMI…
Descriptors: Teaching Methods, Language of Instruction, Comparative Analysis, English (Second Language)
García-Martínez, Carlos; Cerezo, Rebeca; Bermúdez, Manuel; Romero, Cristóbal – Journal of Computer Assisted Learning, 2019
Most massive open online courses (MOOC) use simple schemes for aggregating peer grades, taking the mean or the median, or compute weights from information other than the instructor's opinion about the students' knowledge. To reduce the difference between the instructor and students' aggregated scores, some proposals compute specific weights to…
Descriptors: Scores, Online Courses, Grades (Scholastic), Peer Groups
Erbas, Cagdas; Demirer, Veysel – Journal of Computer Assisted Learning, 2019
This study aimed to investigate the effects of augmented reality (AR) activities on students' academic achievement and motivation in a biology course. For this purpose, a mixed study was conducted, and a pretest and posttest control group model was used. In addition, the opinions of the experimental group students and the teacher about the AR…
Descriptors: Biology, Science Instruction, Teaching Methods, Science Achievement
Thai, Ngoc Thuy Thi; De Wever, Bram; Valcke, Martin – Journal of Computer Assisted Learning, 2020
This study compares four learning environments: face-to-face learning (F2F), fully e-learning (EL), blended learning (BL), and flipped classroom (FC) with respect to students' learning performance. Moreover, this present research studies changes in perceived flexibility, intrinsic motivation, self-efficacy beliefs of students, and the interaction…
Descriptors: Blended Learning, Teaching Methods, Comparative Analysis, Self Efficacy
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
Nikou, S. A.; Economides, A. A. – Journal of Computer Assisted Learning, 2018
Mobile-based micro-learning has gained a lot of attention lately, especially for work-based and corporate training. It combines features of mobile learning and micro-learning to deliver small learning units and short-term learning activities. The current study uses the lens of the Self-Determination Theory of motivation and proposes a series of…
Descriptors: High School Students, Learning Motivation, Personal Autonomy, Psychological Needs