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Showing 1 to 15 of 16 results Save | Export
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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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Livieris, Ioannis E.; Drakopoulou, Konstantina; Tampakas, Vassilis T.; Mikropoulos, Tassos A.; Pintelas, Panagiotis – Journal of Educational Computing Research, 2019
Educational data mining constitutes a recent research field which gained popularity over the last decade because of its ability to monitor students' academic performance and predict future progression. Numerous machine learning techniques and especially supervised learning algorithms have been applied to develop accurate models to predict…
Descriptors: Secondary School Students, Academic Achievement, Teaching Methods, Student Behavior
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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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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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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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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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Lin, Teng-Chiao; Ho, Hui-Ping; Chang, Ching-Ter – Journal of Educational Computing Research, 2014
With the widespread use of the Internet, adopting e-learning systems in courses has gradually become more and more important in universities in Taiwan. However, because of limitations of teachers' time, selecting suitable online IT tools has become very important. This study proposes an analytic hierarchy process (AHP)-multi-choice goal…
Descriptors: Foreign Countries, Electronic Learning, Information Technology, Evaluation Methods
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Foster, Aroutis; Shah, Mamta – Journal of Educational Computing Research, 2015
There is a need for game-based learning frameworks that provide a lens for understanding learning experiences afforded in digital games. These frameworks should aim to facilitate game analyses, identification of learning opportunities, and support for learner experiences. This article uses the inquiry, communication, construction, and expression…
Descriptors: Educational Games, Computer Games, Computer Uses in Education, Learning Experience
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Kang, Minseok; Shin, Won sug – Journal of Educational Computing Research, 2015
This study proposes an extended technology acceptance model to predict acceptance of synchronous e-learning by examining relationships among variables associated with factors influencing the technology acceptance of synchronous e-learning. Learners at an online university participated through an online survey; there were 251 respondents in all.…
Descriptors: Foreign Countries, Graduate Students, Student Attitudes, Adoption (Ideas)
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Kadijevich, Djordje M. – Journal of Educational Computing Research, 2012
By using a sample of 1st-year undergraduate business students, this study dealt with the development of simple (deterministic and non-optimization) spreadsheet models of income statements within an introductory course on business informatics. The study examined students' errors in doing this for business situations of their choice and found three…
Descriptors: Foreign Countries, Spreadsheets, Decision Support Systems, Teaching Methods
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Shapley, Kelly; Sheehan, Daniel; Maloney, Catherine; Caranikas-Walker, Fanny – Journal of Educational Computing Research, 2010
In the study of the Technology Immersion model, high-need middle schools were "immersed" in technology by providing laptops for each teacher and student, instructional and learning resources, professional development, and technical and pedagogical support. This article reports third-year findings for the teacher component of the…
Descriptors: Class Activities, Middle Schools, Technology Integration, Educational Technology
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Winkler, John D.; And Others – Journal of Educational Computing Research, 1985
Argues that classroom microcomputer use should be examined within the process of classroom instruction and describes several dimensions that the teacher instructional decision-making perspective suggests as criteria for evaluating whether classroom instruction using microcomputers is pedagogically sound: teacher instructional goals, curricula,…
Descriptors: Curriculum, Decision Making, Educational Objectives, Evaluation Criteria
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Boyd, Aimee M.; Jackson, Melinda L. – Journal of Educational Computing Research, 2004
This article discusses the effectiveness of a theoretical-based integrated learning environment (ILE) for training non-traditional learners to perform the skills required to be successful in entry-level jobs. The ILE places instruction in a real-world, workplace context with realistic settings, characters, and storylines. The multimedia interface…
Descriptors: Work Environment, Problem Based Learning, Teaching Methods, Computer Assisted Instruction
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Seidel, Robert J.; Park, Ok-Choon – Journal of Educational Computing Research, 1994
Examines changes which have occurred in the development and evaluation of intelligent tutoring systems (ITSs), speculates on future directions, and proposes a conceptual model for the development of ITSs. Topics discussed include the effectiveness of ITSs; the need for multidisciplinary efforts; and internal and external evaluation. (Contains 78…
Descriptors: Artificial Intelligence, Comparative Analysis, Computer Assisted Instruction, Evaluation Methods
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Levine, Harold G. – Journal of Educational Computing Research, 1990
Discusses epistemological issues involved in the use of qualitative methods to assess classroom-based microcomputer programs, specifically Apple Computer's "Apple Classrooms of Tomorrow." Six models of qualitative data design and use are examined: anecdotal, structured observations, case study, multisite case study, ethnography, and…
Descriptors: Case Studies, Classroom Observation Techniques, Computer Assisted Instruction, Elementary Secondary Education
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