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Marjan Ebadijalal; Nouroddin Yousofi – Computer Assisted Language Learning, 2024
The current mixed-methods study aimed at incorporating a virtual reality (VR) tool (i.e. Google Expeditions) into the writing process of Iranian English as a foreign language (EFL) learners, examining its impact on their writing motivation and performance. To that end, 42 EFL learners were randomly assigned to experimental and control groups,…
Descriptors: Computer Software, Maps, Geography, English (Second Language)
Van de Sande, E.; Segers, E.; Verhoeven, L. – Journal of Computer Assisted Learning, 2016
The present study examined how embedded activities to support executive functions helped children to benefit from a computer intervention that targeted preliteracy skills. Three intervention groups were compared on their preliteracy gains in a randomized controlled trial design: an experimental group that worked with software to stimulate early…
Descriptors: Executive Function, Children, Emergent Literacy, Computer Literacy
Ayyüce Kurt Dizbay; Füsun Gülderen Alacapinar – Journal of Educators Online, 2024
This research investigated the effect of the use of mobile-assisted digital content on students' English lesson achievement. This study employed a quasi-experimental design with a pretest and posttest given to both an experimental group and a control group. The study consisted of 29 9th Grade students at a public school in Turkey. The pretest was…
Descriptors: Handheld Devices, Telecommunications, High School Students, Public Schools
Tibi, Moanes H. – Online Learning, 2018
This study aims to investigate and analyze the attitudes and opinions of computer science students at two academic colleges of education with regards to the use of structured and unstructured discussion forums in computer science courses conducted entirely online. Fifty-two students participated in two online courses. The students in each course…
Descriptors: Online Courses, Student Attitudes, Comparative Analysis, Computer Science Education
Pan, Wen Fu – Educational Technology & Society, 2017
The objective of this study was to test whether the Kinect motion-sensing interactive system (KMIS) enhanced students' English vocabulary learning, while also comparing the system's effectiveness against a traditional computer-mouse interface. Both interfaces utilized an interactive game with a questioning strategy. One-hundred and twenty…
Descriptors: Elementary School Students, English Instruction, Vocabulary Development, Control Groups
Liao, Calvin C. Y.; Chang, Wan-Chen; Chan, Tak-Wai – Journal of Computer Assisted Learning, 2018
We have observed that many computer-supported writing environments based on pedagogical strategies have only been designed to incorporate the cognitive aspects, but motivational aspects should also be included. Hence, we theorize that integrating game-based learning into the writing environment may be a practical approach that can facilitate…
Descriptors: Computer Assisted Instruction, Writing Instruction, Teaching Methods, Computer Games
GuoRong Huang; Xing Liu; Hui Sun – International Journal of Web-Based Learning and Teaching Technologies, 2024
This research evaluates the efficacy of a basketball-based teaching and training system supported by 5G technology in a wireless network environment. Initially are information about the Chinese basketball students is first gathered and then divided into a Control Group (CG) and an Experimental Group (EG). The control group uses the standard method…
Descriptors: Curriculum Development, Team Sports, Internet, Computer Networks
Rachels, Jason R.; Rockinson-Szapkiw, Amanda J. – Computer Assisted Language Learning, 2018
A quasi-experimental, pretest-posttest, non-equivalent control group design was used to examine the effect of a mobile gamification application on third and fourth grade students' Spanish language achievement and student academic self-efficacy. In this study, the treatment group's Spanish language instruction was through the use of…
Descriptors: Second Language Learning, Second Language Instruction, Spanish, Telecommunications
Rushby, Nick – Educational Technology, 2016
One of the key trends in learning technology in recent years has been the growing interest in simulations and serious games. Much of the research into simulations and serious games has tended to focus on aspects of fun and engagement rather than on what is happening in the process to cause transferable learning. Much of it has been based on small…
Descriptors: Computer Simulation, Educational Games, Educational Technology, Evaluation Methods
Twyford, Jessica; Craig, Scotty D. – Journal of Educational Computing Research, 2017
Observational tutoring has been found to be an effective method for teaching a variety of subjects by reusing dialogue from previous successful tutoring sessions. While it has been shown content can be learned through observational tutoring, it has yet to been examined if a secondary behavior such as goal setting can be influenced. The present…
Descriptors: Pretests Posttests, Physics, Science Instruction, Teaching Methods
Tegos, Stergios; Demetriadis, Stavros; Papadopoulos, Pantelis M.; Weinberger, Armin – International Journal of Computer-Supported Collaborative Learning, 2016
Conversational agents that draw on the framework of academically productive talk (APT) have been lately shown to be effective in helping learners sustain productive forms of peer dialogue in diverse learning settings. Yet, literature suggests that more research is required on how learners respond to and benefit from such flexible agents in order…
Descriptors: Interpersonal Communication, Computer Mediated Communication, Academic Discourse, Peer Relationship
Pihlap, Sirje – International Journal for Technology in Mathematics Education, 2017
Studies of the impact of various types of computer use on the results of learning and student motivation have indicated that the use of computers can increase learning motivation, and that computers can have a positive effect, a negative effect, or no effect at all on learning outcomes. Some results indicate that it is not computer use itself that…
Descriptors: Educational Technology, Computer Uses in Education, Mathematics Instruction, Grade 9
Marques, Maira; Ochoa, Sergio F.; Bastarrica, Maria Cecilia; Gutierrez, Francisco J. – IEEE Transactions on Education, 2018
Carrying out real-world software projects in their academic studies helps students to understand what they will face in industry, and to experience first-hand the challenges involved when working collaboratively. Most of the instructional strategies used to help students take advantage of these activities focus on supporting agile programming,…
Descriptors: Engineering Education, Computer Software, Cooperative Learning, Metacognition
Chainikova, Galina R.; Zatonskiy, Andrey V.; Mitiukov, Nicholas W.; Busygina, Helena L. – European Journal of Contemporary Education, 2018
The article suggests a method of foreign language lexical competence development on the basis of a Learner's terminological thesaurus and dictionary of software terms which includes four main components: classification part demonstrating the inner logic of the subject area, glossary with definitions of key terms, thesaurus demonstrating logical…
Descriptors: Second Language Learning, Second Language Instruction, Dictionaries, Reference Materials
Díaz, A.; Nussbaum, M.; Varela, I. – Journal of Computer Assisted Learning, 2015
Recent research has suggested that simply providing each child with a computer does not lead to an improvement in learning. Given that dozens of countries across the world are purchasing computers for their students, we ask which elements are necessary to improve learning when introducing digital resources into the classroom. Understood the…
Descriptors: Educational Technology, Access to Computers, Computer Uses in Education, Technology Integration

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