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Zeng-Wei Hong; Che-Lun Liang; Ming-Chi Liu – Journal of Computer Assisted Learning, 2025
Background: Online video-based learning often leads to fatigue, which detracts from engagement and learning outcomes. Previous studies have examined monitoring mental states like attention through electroencephalography (EEG) headsets, but limitations such as high costs, discomfort, and limited scalability persist. Objectives: This study evaluates…
Descriptors: Technology Uses in Education, Electronic Learning, Video Technology, Fatigue (Biology)
Liu, Ruying; Zhu, Runhe; Becerik-Gerber, Burcin; Lucas, Gale M.; Southers, Erroll G. – Journal of Computer Assisted Learning, 2023
Background: Video-based training has been widely adopted by private organizations and public authorities to educate occupants on various types of building emergencies. However, the effectiveness of video-based training for preparing occupants for building emergencies has not been rigorously studied nor has the impact of emergency type been…
Descriptors: Video Technology, Training, Program Effectiveness, Buildings
Sule Biyik Bayram; Emel Gülnar; Nurcan Caliskan; Çigdem Torun Kiliç – Journal of Computer Assisted Learning, 2024
Background: Digital storytelling is a teaching tool that can help nursing students master the curriculum and improve their skills. This study investigated the effect of digital storytelling on nursing students' knowledge levels and compliance with isolation precautions. Methodology: A pretest-posttest open-label randomized controlled trial. This…
Descriptors: Story Telling, Educational Technology, Technology Uses in Education, Nursing Students
Han, Insook; Shin, Hyoung Seok; Ko, Yujung; Shin, Won Sug – Journal of Computer Assisted Learning, 2022
Background: Immersive VR is still rarely used as an intervention for meeting the affective end goals of student learning despite its positive impact on affection. Also, studies regarding the use of immersive VR as an intervention for affective achievement in broader educational contexts are still lacking. Objectives: This study aimed to examine…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Program Effectiveness
Meehyun Yoon; Koun Choi; Seonghye Yoon; Il-Hyun Jo – Journal of Computer Assisted Learning, 2024
Background: Virtual reality (VR) is becoming increasingly accessible and being utilized in various organizations to meet education and training needs. Despite its potential, research regarding VR applications has focused on measuring the effectiveness of VR programs relative to non-VR programs; consequently, the ways in which VR programs are…
Descriptors: Computer Simulation, Training, Program Effectiveness, Training Methods
Tsung-Yen Chuang; Szu-Kai Tsai; Yu-Hsuan Lu – Journal of Computer Assisted Learning, 2025
Background: Current education increasingly emphasises the development and significance of Critical Thinking (CT), aiming to enhance individuals' adaptability in a rapidly evolving society. However, few effective teaching methods have been identified for integrating CT into existing on-site courses. While previous studies have focused on the…
Descriptors: Game Based Learning, Critical Thinking, Thinking Skills, Technology Uses in Education
Mohamed Ali Nagy Elmaadaway; Mohamed Elsayed El-Naggar; Mohamed Radwan Ibrahim Abouhashesh – Journal of Computer Assisted Learning, 2025
Background: Artificial intelligence (AI) made substantial progress with language recognition. Proficiency in spoken English reading is a prerequisite for fluency in written English. However, research on its use, especially for non-native speakers, is lacking despite increased usage. Objectives: This study aimed to enhance the oral reading fluency…
Descriptors: Artificial Intelligence, Reading Fluency, Elementary School Students, Oral Reading
Osman Özdemir – Journal of Computer Assisted Learning, 2025
Background: In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are…
Descriptors: Game Based Learning, Video Games, Academic Achievement, Student Motivation
Seyma Çaglar-Özhan; Perihan Tekeli; Selay Arkün-Kocadere – Journal of Computer Assisted Learning, 2025
Background: Feedback is an essential part of the educational process as it enriches students' learning experiences, provides information about their current performance, shows them what is lacking in achieving goals, and provides guidance on the strategies needed to achieve those goals. Teachers, especially in crowded classrooms, often have…
Descriptors: Feedback (Response), Artificial Intelligence, Teacher Role, Technology Uses in Education
Li, Wenjing; Wang, Fuxing; Mayer, Richard E.; Liu, Tao – Journal of Computer Assisted Learning, 2022
Background: With the rapid popularization of e-learning, how to improve online learning has aroused widespread concern. A human-like pedagogical agent (PA) that displays eye gaze and gestures, is often added to online multimedia lessons to increase social connection and improve learning in e-learning environments. However, there has been a debate…
Descriptors: Online Courses, Animation, Educational Technology, Technology Uses in Education
Fadda, Daniela; Pellegrini, Marta; Vivanet, Giuliano; Zandonella Callegher, Claudio – Journal of Computer Assisted Learning, 2022
Background: Motivation is an important factor in the learning process and supporting students' motivation in mathematics is a significant challenge for educators. Educational technologies, such as digital games, offer potential for engagement in mathematics learning activities. Objectives: To contrast the general decrement in student motivation in…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Student Motivation
Chorng-Shiuh Koong; Chih-Hung Chen; Yu-Tzu Chen; Gwo-Haur Hwang – Journal of Computer Assisted Learning, 2025
Background: Rhythm is the fundamental element of music and one of the indispensable aspects of training in music education, making it highly valued. However, due to the limitations of teaching hours and the large number of students in each class, it is difficult to foster the rhythm ability of elementary school students. Objectives: Hence, this…
Descriptors: Music Education, Telecommunications, Handheld Devices, Teaching Methods
Jin Wang; Wenxiang Fan – Journal of Computer Assisted Learning, 2025
Background: For students, digital literacy is an essential competency, and technology-supported learning has become one of the most crucial methods for developing students' digital literacy. However, no academic consensus exists regarding whether technology-supported learning is effective in improving students' digital literacy. Objectives: This…
Descriptors: Technological Literacy, Technology Uses in Education, Program Effectiveness, Influences
Gerald K. LeTendre; Raisa Gray – Journal of Computer Assisted Learning, 2024
Background: Although human-robotic interaction is a rapidly burgeoning area of study within education, and social robots are being widely tested for use in schools, few studies have focused on early adolescent interactions with robots under actual classroom conditions. Objectives: We introduced an autonomous, social robot ('Pepper') into a…
Descriptors: Robotics, Student Projects, Early Adolescents, Active Learning
Max, Anna-Lisa; Lukas, Sarah; Weitzel, Holger – Journal of Computer Assisted Learning, 2022
Background: To purposefully integrate information and communication technologies (ICT) into contemporary teaching, teachers must have complex technological, pedagogical and content-related knowledge (TPACK). TPACK could be fostered through diverse learning environments such as working in a makerspace as part of university teacher training. The…
Descriptors: Pedagogical Content Knowledge, Technological Literacy, Educational Technology, Technology Uses in Education

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