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Showing 1 to 15 of 41 results Save | Export
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Garcia, Manuel B. – Journal of Educational Computing Research, 2023
Computer programming is a difficult course for many students. Prior works advocated for group learning pedagogies in pursuit of higher-level reasoning and conceptual understanding. However, the methodological gaps in existing implementations warrant further research. This study conducted a three-armed cluster-randomized controlled trial to…
Descriptors: Computer Science Education, Programming, Cooperative Learning, Apprenticeships
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Rivers, Damian J. – Journal of Educational Computing Research, 2021
Computer-mediated learning initiatives have recently increased due to the novel coronavirus pandemic. Implications are thus created for self-regulation, learning and achievement as computer-mediated learners face unique motivational and metacognitive demands. The current research uses a serial mediation approach to test the effect of goal…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, English (Second Language)
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Gamze Türkmen – Journal of Educational Computing Research, 2025
Explainable Artificial Intelligence (XAI) refers to systems that make AI models more transparent, helping users understand how outputs are generated. XAI algorithms are considered valuable in educational research, supporting outcomes like student success, trust, and motivation. Their potential to enhance transparency and reliability in online…
Descriptors: Artificial Intelligence, Natural Language Processing, Trust (Psychology), Electronic Learning
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Toukiloglou, Pavlos; Xinogalos, Stelios – Journal of Educational Computing Research, 2023
Serious games are a growing field in academic research and they are considered an effective tool for education. Game-based learning invokes motivation and engagement in students resulting in effective instructional outcomes. An essential aspect of a serious game is the method of support for presenting the teaching material and providing feedback.…
Descriptors: Educational Games, Programming, Sequential Learning, Cognitive Processes
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Flores, Rejeenald M.; Rodrigo, Ma. Mercedes T. – Journal of Educational Computing Research, 2020
Wheel-spinning refers to the failure to master a skill in a timely manner or after a considerable number of practice opportunities. Several past studies have developed wheel-spinning models in the areas of Mathematics and Physics. However, no models have been made for the context of novice programming. The purpose of this study was to develop…
Descriptors: Mastery Learning, Novices, Programming, Computer Science Education
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Al-Qaysi, Noor; Mohamad-Nordin, Norhisham; Al-Emran, Mostafa – Journal of Educational Computing Research, 2020
The study of social media acceptance and adoption is not a new research topic. However, the analysis of the educational and information systems (IS) theories/models that are used to examine the social media acceptance and adoption is considered an important research direction. To examine these theories/models and provide researchers with a clear…
Descriptors: Social Media, Educational Theories, Information Systems, Models
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Zhai, Xuesong; Xu, Jiaqi; Chen, Nian-Shing; Shen, Jun; Li, Yan; Wang, Yonggu; Chu, Xiaoyan; Zhu, Yumeng – Journal of Educational Computing Research, 2023
Affective computing (AC) has been regarded as a relevant approach to identifying online learners' mental states and predicting their learning performance. Previous research mainly used one single-source data set, typically learners' facial expression, to compute learners' affection. However, a single facial expression may represent different…
Descriptors: Affective Behavior, Nonverbal Communication, Video Technology, Online Courses
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Pei, Bo; Xing, Wanli – Journal of Educational Computing Research, 2022
This paper introduces a novel approach to identify at-risk students with a focus on output interpretability through analyzing learning activities at a finer granularity on a weekly basis. Specifically, this approach converts the predicted output from the former weeks into meaningful probabilities to infer the predictions in the current week for…
Descriptors: At Risk Students, Learning Analytics, Information Retrieval, Models
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Toukiloglou, Pavlos; Xinogalos, Stelios – Journal of Educational Computing Research, 2022
Serious games are considered an effective method to engage students in programming education and have been increasingly used in classrooms. An important part of the learning process with serious games involves the presentation of the new concepts and the provided support to encounter student difficulties. Although the most common approach is the…
Descriptors: Game Based Learning, Programming, Program Effectiveness, Educational Games
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Liu, Sannyuya; Peng, Xian; Cheng, Hercy N. H.; Liu, Zhi; Sun, Jianwen; Yang, Chongyang – Journal of Educational Computing Research, 2019
Course reviews, which is designed as an interactive feedback channel in Massive Open Online Courses, has promoted the generation of large-scale text comments. These data, which contain not only learners' concerns, opinions and feelings toward courses, instructors, and platforms but also learners' interactions (e.g., post, reply), are generally…
Descriptors: Course Evaluation, Online Courses, Student Attitudes, Course Content
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Huang, Xiaoxia; Mayer, Richard E. – Journal of Educational Computing Research, 2019
This study investigated the effectiveness of adding four self-efficacy features to an online statistics lesson, based on Bandura's four sources of self-efficacy information. In a randomized between-subjects experiment, participants learned statistical rules in an example-based online environment with four self-efficacy features added (treatment…
Descriptors: Self Efficacy, Online Courses, Statistics, Teaching Methods
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Sanchez-Gordon, Sandra; Luján-Mora, Sergio – Journal of Educational Computing Research, 2018
There are millions of people worldwide--of all ages, conditions, backgrounds, and motivations--with significant learning needs. Unfortunately, traditional education is not efficient enough to meet these needs. That is, the available educational resources are not fully exploited to help cover the demand. There is an increasing need for large-scale…
Descriptors: Technological Advancement, Large Group Instruction, Online Courses, Technology Uses in Education
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Hooshyar, Danial; Yousefi, Moslem; Lim, Heuiseok – Journal of Educational Computing Research, 2018
Automated content generation for educational games has become an emerging research problem, as manual authoring is often time consuming and costly. In this article, we present a procedural content generation framework that intends to produce educational game content from the viewpoint of both designer and user. This framework generates content by…
Descriptors: Data, Educational Games, Reading Skills, Preschool Children
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Jumaat, Nurul Farhana; Tasir, Zaidatun – Journal of Educational Computing Research, 2016
Scaffolding refers to a guidance that helps students during their learning sessions whereby it makes learning easier for them. This study aims to develop a framework of metacognitive scaffolding (MS) to guide students in learning Authoring System through Facebook. Thirty-seven master degree students who were enrolled in Authoring System course…
Descriptors: Metacognition, Scaffolding (Teaching Technique), Programming, Computer Science Education
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Wu, Bian; Hu, Yiling; Gu, Xiaoqing; Lim, Cher Ping – Journal of Educational Computing Research, 2016
As information and communication technology (ICT) continues to develop, it is essential for teachers to acquire ability for teaching with ICT. In China, new higher education (HE) teachers often lack teaching experience because there are limited teaching opportunities during their postgraduate studies. This status quo may compromise the quality of…
Descriptors: Professional Development, Higher Education, Beginning Teachers, College Faculty
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