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Raes, Annelies; Schellens, Tammy; De Wever, Bram; Vanderhoven, Ellen – Computers & Education, 2012
This study investigated the impact of different modes of scaffolding on students who are learning science through a web-based collaborative inquiry project in authentic classroom settings and explored the interaction effects with students' characteristics. The intervention study aimed to improve "domain-specific knowledge" and "metacognitive…
Descriptors: Quasiexperimental Design, Student Attitudes, Prior Learning, Problem Solving
Huang, Yueh-Min; Lin, Yen-Ting; Cheng, Shu-Chen – Computers & Education, 2010
This study developed a Mobile Plant Learning System (MPLS) that provides instructors with the ways and means to facilitate student learning in an elementary-school-level botany course. The MPLS represented in this study was implemented to address problems that arise with the use of a didactic approach to teaching and learning botany, as is…
Descriptors: Research Design, Test Results, Elementary Education, Program Effectiveness
Annetta, Leonard A.; Minogue, James; Holmes, Shawn Y.; Cheng, Meng-Tzu – Computers & Education, 2009
The popularity of video games has transcended entertainment crossing into the world of education. While the literature base on educational gaming is growing, there is still a lack of systematic study of this emerging technology's efficacy. This quasi-experimental study evaluated a teacher created video game on genetics in terms of its affective…
Descriptors: Video Games, Genetics, Program Effectiveness, High School Students
Zydney, Janet Mannheimer – Computers & Education, 2010
This study investigated the effectiveness of multiple scaffolding tools in helping students understand a complex problem. In order to support students with this task, a multimedia learning environment was developed based on the cognitive flexibility theory (CFT) and scaffolding through computer-based tools. Seventy-nine 10th-grade students in an…
Descriptors: Instructional Design, Program Effectiveness, Educational Environment, Misconceptions
Shieh, Ruey S. – Computers & Education, 2012
Technology-Enabled Active Learning (TEAL) is a pedagogical innovation established in a technology-enhanced multimedia studio, emphasizing constructivist-oriented teaching and learning. In Taiwan, an increasing number of schools are adopting the TEAL notion to deliver courses. This study examines the impact of TEAL on both student performance and…
Descriptors: Foreign Countries, Educational Technology, Constructivism (Learning), Science Activities
Lopez, Omar S. – Computers & Education, 2010
This study presents the findings from the first-year evaluation of the Round Rock Independent School District's (ISD) Digital Learning Classroom project, an initiative focused on the improvement of English Language Learners' (ELL) learning using interactive whiteboard (IWB) technology. An objective of the evaluation was to determine the extent IWB…
Descriptors: Quasiexperimental Design, Mathematics Achievement, Academic Achievement, Second Language Learning
EL-Deghaidy, Heba; Nouby, Ahmed – Computers & Education, 2008
This paper describes the results and implications of a study into the effectiveness of a blended e-learning cooperative approach (BeLCA) on Pre-Service Teacher's (PST) achievement, attitudes towards e-learning and cooperativeness. Quantitative and qualitative methodologies were used with participants of the study. Twenty-six science PSTs, enrolled…
Descriptors: Preservice Teacher Education, Experimental Groups, Control Groups, Quasiexperimental Design
Harskamp, E.; Suhre, C. – Computers & Education, 2007
This paper evaluates the effectiveness of a student controlled computer program for high school mathematics based on instruction principles derived from Schoenfeld's theory of problem solving. The computer program allows students to choose problems and to make use of hints during different episodes of solving problems. Crucial episodes are:…
Descriptors: Program Effectiveness, Learner Controlled Instruction, Research Design, Computer Software