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Showing 1 to 15 of 54 results Save | Export
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Orji, Fidelia A.; Vassileva, Julita – Journal of Educational Computing Research, 2023
There is a dearth of knowledge on how persuasiveness of influence strategies affects students' behaviours when using online educational systems. Persuasiveness is a term used in describing a system's capability to motivate desired behaviour. Most existing approaches for assessing the persuasiveness of a system are based on subjective measures…
Descriptors: Influences, Student Behavior, Artificial Intelligence, Electronic Learning
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Ruzhang Cheng – Journal of Educational Computing Research, 2025
This research examines the impact of online help-seeking strategies--both adaptive and peer-based--on promoting self-regulated and collaborative learning skills, as well as language learning outcomes, among Chinese EFL learners in computer-assisted language learning (CALL) environments. Employing a mixed-methods approach, the study triangulates…
Descriptors: Help Seeking, English (Second Language), Second Language Learning, Electronic Learning
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Ouyang, Fan; Ling, Tengjiao; Jiao, Pengcheng – Journal of Educational Computing Research, 2022
Group cognition is a cognitive science concept that studies how groups think, learn, and work. Most research investigates group cognition as a qualitative-oriented phenomenon. From a quantitative perspective, this research proposes a measure equation of group cognition, conducts empirical research during online collaborative problem-solving, and…
Descriptors: Group Dynamics, Cognitive Processes, Cooperative Learning, Electronic Learning
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Rivers, Damian J.; Nakamura, Michiko; Vallance, Michael – Journal of Educational Computing Research, 2022
As education is remodelled to online solutions, instructors and students are required to adapt their teaching and learning through different forms of monitoring, regulation and assessment. This remodelling requires conceptual and philosophical reflection relating to stakeholder roles and the relationship between learners and teaching materials…
Descriptors: Electronic Learning, Self Control, Learning Strategies, Academic Achievement
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Hershkovitz, Arnon; Tabach, Michal; Cohen, Anat – Journal of Educational Computing Research, 2022
In a large-scale quantitative study that adopted a learning analytics approach, we searched for associations between students' activity in a game-based online mathematics learning environment and their mathematics achievements on a national standardized test. Students were active in the environment throughout the school year, and particularly…
Descriptors: Electronic Learning, Learning Activities, Mathematics Achievement, Elementary School Students
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Ching-Yi Chang; Intan Setiani; Jie Chi Yang – Journal of Educational Computing Research, 2025
Traditional teaching methods often limit interactive learning, negatively impacting students' motivation and learning achievement. Moreover, fostering collaborative awareness and problem-solving skills is crucial for developing the core competencies of future nursing professionals. To address these challenges, this study proposed an escape…
Descriptors: Educational Games, Puzzles, Computer Assisted Instruction, Electronic Learning
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Lai, Ting-Ling; Lin, You-Sheng; Chou, Chi-Yin; Yueh, Hsiu-Ping – Journal of Educational Computing Research, 2022
The study aims to evaluate the effectiveness of an inquiry-based virtual reality (VR) science lab used in junior high school science classes. The "Scientific Investigation VR Lab" ("SIVRLAB") is designed for 9th-grade students to learn about electrochemical cells. It is situated in a guided problem-solving context, where…
Descriptors: Curriculum Evaluation, Inquiry, Active Learning, Electronic Learning
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Lai, Chun; Wen, Yun; Gao, Tian; Lin, Chin-Hsi – Journal of Educational Computing Research, 2020
Despite the increasing amount of literature on the educational potential of social media for learning, little is understood about how different functions of social media might affect learning in the K-12 context, the primary school education context in particular. This study examined the effect on learning of a key function of social media-online…
Descriptors: Elementary School Students, Social Media, Homework, Assignments
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Sally Wu, Yu-Han; Alan Hung, Shao-Ting – Journal of Educational Computing Research, 2022
Virtual Reality (VR) has been used to enhance EFL learners' speaking skills due to its immersive and interactive features. This study thus investigated the effects of VR on elementary school students' English-speaking performance and such affective variables as their willingness to communicate (WTC) and learning autonomy. Fifty-six EFL sixth…
Descriptors: Computer Simulation, Technology Uses in Education, Electronic Learning, Elementary School Students
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Raza, Syed A.; Qazi, Wasim; Khan, Komal Akram; Salam, Javeria – Journal of Educational Computing Research, 2021
The COVID-19 Pandemic has led to social isolation; however, with the help of technology, education can continue through this tough time. Therefore, this research attempts to explore the Unified Theory of Acceptance and Use of Technology (UTAUT) through the expansion of the model. Also, make it relevant to investigate the influence of social…
Descriptors: Social Isolation, Technology Integration, Integrated Learning Systems, Electronic Learning
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Tang, Hengtao; Xing, Wanli; Pei, Bo – Journal of Educational Computing Research, 2019
Learning and participation are inseparable in online environments. To improve online learning, much effort has been devoted to encouraging online participation. However, previous research has investigated participation from a variable-based perspective, looking only for relationships between participation and other variables. Time can change and…
Descriptors: Time Factors (Learning), Electronic Learning, Data Analysis, Longitudinal Studies
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Meital Amzalag; Dorin Kadusi; Shimon Peretz – Journal of Educational Computing Research, 2024
Abundant research has tried to understand how games can be designed and used effectively to improve the learning process and to examine the correlations between digital learning games and student motivation, engagement, and knowledge retention. The current study examined the correlation between learning through digital game-based learning (DGBL)…
Descriptors: Learner Engagement, Academic Achievement, Game Based Learning, Electronic Learning
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Elyakim, Nitzan; Reychav, Iris; Offir, Baruch; McHaney, Roger – Journal of Educational Computing Research, 2019
The current study demonstrates how blended learning using location-based mobile-learning experiences can be improved when student preparation is enhanced with techniques informed by the theory of Mediated Learning Experience (MLE). Our experiment used a sample of 216 junior-high students within the context of school field trips. Tablet computers…
Descriptors: Blended Learning, Handheld Devices, Junior High School Students, Field Trips
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Shin, Yoonhee; Kim, Dongsik; Song, Donggil – Journal of Educational Computing Research, 2020
This study was designed to examine the effects of negotiation scaffolding for solving complex problems, focusing on peer interaction and learning performance in a computer-supported collaborative learning environment. For this research, 38 undergraduate students performed complex tasks using a collaborative discussion tool that implemented…
Descriptors: Scaffolding (Teaching Technique), Peer Relationship, Interaction, Computer Assisted Instruction
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Liu, Yi-Fan; Hwang, Wu-Yuin; Liu, Zi-Yan – Journal of Educational Computing Research, 2021
Teaching English in a classroom setting where EFL learners were usually sitting at desks and doing English learning tasks using paper and pencil is inefficient. It has considerable potential problems that could lead to students learning in a passive state. More specifically, the teaching materials are inconsistent with students' authentic…
Descriptors: Electronic Learning, Handheld Devices, Dramatic Play, Authentic Learning
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