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Ratna Candra Sari; Arin Pranesti; Ismi Solikhatun; Novita Nurbaiti; Nurhening Yuniarti – Education and Information Technologies, 2024
This study aims to examine the influence of the role of immersive technology on perceived learning's effectiveness by considering the cognitive load of users when using VR-based learning media. This study involved a total of 91 respondents who had attended virtual reality-based learning training. In this research, SmartPLS was used to test the…
Descriptors: Computer Simulation, Cognitive Processes, Difficulty Level, Instructional Effectiveness
Yoonhee Shin; Jaewon Jung; Seohyun Choi; Bokmoon Jung – Education and Information Technologies, 2025
This study investigates the effects of metacognitive and cognitive strategies for computational thinking (CT) on managing cognitive load and enhancing problem-solving skills in collaborative programming. Four different scaffolding conditions were provided to help learners optimize cognitive load and improve their problem-solving abilities. A total…
Descriptors: Scaffolding (Teaching Technique), Mental Computation, Cognitive Processes, Difficulty Level
Bilal Simsek; Bekir Direkci; Betül Koparan; Mehmet Canbulat; Mevlüt Gülmez; Emel Nalçacigil – Education and Information Technologies, 2025
The purpose of this study is to examine the effect of the duration of students' augmented reality (AR) experience on reading comprehension and cognitive load in reading activities carried out with an augmented reality storybook. The participants are 134 secondary school students aged between 11 and 12 attending a school in Antalya. They were…
Descriptors: Computer Simulation, Reading Comprehension, Difficulty Level, Cognitive Processes
Shu Chen; Xiaoting Liu; Norfarizah Mohd Bakhir; Yang Yu – Education and Information Technologies, 2024
This paper studies the effect of learning efficiency through various animations in conjunction with instructional teaching of traditional Intangible Cultural Heritage (ICH) crafts projects. The germane cognitive load (GCL) is defined as an investment in cognitive resources for schema development and automation. This study employs four…
Descriptors: Difficulty Level, Cognitive Processes, Schemata (Cognition), Cultural Background
Nurzhanat Shakirova; Iza Berechikidze; Elvira Gafiyatullina – Education and Information Technologies, 2024
This study evaluated the effect of using AR technology to develop environmental literacy (RQ1), motivation (RQ2), and perceived cognitive load (RQ3) among high school students. The sample of participants in this study included 155 10th -grade students in general education. They took a semester-long Natural Resource Ecology course. The participants…
Descriptors: High School Students, Educational Technology, Student Motivation, Environment
Mirjana Maricic; Branko Andic; Soeharto Soeharto; Filiz Mumcu; Stanko Cvjeticanin; Zsolt Lavicza – Education and Information Technologies, 2025
According to the theoretical frameworks and teaching practice, the constructs of the Technology acceptance model - TAM and the Cognitive load theory - CLT are in a close cause-and-effect relationship, and gaining insights into this issue is essential for educators. Our study aimed to examine continuous teaching intention (CTI) with emerging…
Descriptors: Teacher Attitudes, Intention, Technology Uses in Education, Elementary School Teachers
Chang, Chi-Cheng; Chen, Tseng-Chuan – Education and Information Technologies, 2023
The study aimed to examine how emotional design and digitalization/mobilization of textbooks influence students' emotion, cognitive load, and cognitive performance. Research samples were 147 undergraduate students enrolling in the "Introduction to Internet" course at a university. They were randomly divided into three groups: 51 students…
Descriptors: Textbooks, Undergraduate Students, Psychological Patterns, Cognitive Processes
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
Ahmed Hosny Saleh Metwally; Ronghuai Huang; Paula Toledo Palomino; Ahmed Mohamed Fahmy Yousef – Education and Information Technologies, 2024
Gamifying online homework activities and learning assignments is an effective approach to facilitate students' engagement and enjoyment. While incorporating game elements to gamify homework and learning assignments promoted positive psychological and learning outcomes, the mere use of these elements brings several flaws associated with the gameful…
Descriptors: Gamification, Homework, Instructional Effectiveness, Motivation
Farkish, Araz; Bosaghzadeh, Alireza; Amiri, S. Hamid; Ebrahimpour, Reza – Education and Information Technologies, 2023
Educational multimedia has proven to be an effective and efficient way of learning. Designers strive to produce multimedia that convey concepts most efficiently. That is to design multimedia that imposes the least possible cognitive load on the learner. Mayer's multimedia design principles are well-known, and multiple pieces of research have…
Descriptors: Educational Technology, Multimedia Materials, Cognitive Processes, Difficulty Level
Wang, Tingting; Li, Shan; Huang, Xiaoshan; Pan, Zexuan; Lajoie, Susanne P. – Education and Information Technologies, 2023
Students process qualitatively and quantitatively different information during the dynamic self-regulated learning (SRL) process, and thus they may experience varying cognitive load in different SRL behaviors. However, there is limited research on the role of cognitive load in SRL. This study examined students' cognitive load in micro-level SRL…
Descriptors: Cognitive Processes, Difficulty Level, Learning Strategies, Self Efficacy
Mugruza-Vassallo, Carlos Andrés – Education and Information Technologies, 2023
In the present research the typical triangle on formative research was extended to a double triangle for an overall career programme (here expander/ compressor) and funnel proposal was explored in a single course (as a "fractal" method). Array processing and ElectroEncephaloGram (EEG) techniques have been incorporated into a Digital…
Descriptors: Research Methodology, Undergraduate Students, Computer Science Education, Homework
Fatma Bayrambas; Emine Sendurur – Education and Information Technologies, 2024
Incidental learning is a type of informal learning occurring consciously with unintentional acts. Within the scope of this study, informal learning on a digital learning platform was examined in the context of cognitive load. The current study investigated the changes in incidental learning within two different scenarios: extraneous irrelevant…
Descriptors: Incidental Learning, Cognitive Processes, Difficulty Level, Biofeedback
Lei Du; Xiaoyu Tang; Jingying Wang – Education and Information Technologies, 2025
Educational animation, recognized for its potential accessibility and engaging qualities, has become increasingly prevalent in classroom instruction. However, not all educational animations exhibit high quality or significantly enhance learning outcomes. This study addresses the need for optimizing educational animation design to enhance student…
Descriptors: Elementary School Students, Grade 5, Animation, Educational Television
Skulmowski, Alexander – Education and Information Technologies, 2022
Digital learning increasingly makes use of realistic visualizations, although realism can be demanding for learners. Color coding is a popular way of helping learners understand visualizations and has been found to aid in learning with detailed visualizations. However, previous research has shown that color coding must not always be an effective…
Descriptors: Color, Coding, Visualization, Electronic Learning