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Chieh-Ju Tsao; Chun-Sheng Chang; Chih-Hung Chen – Journal of Educational Computing Research, 2025
Prior research has emphasized that two-tier tests are an effective approach to guiding students through game tasks; furthermore, self-efficacy, which is potentially related to students' surroundings and academic performance, has a positive impact on students' cognitive outcomes in games. This implies the significance of conducting a study to probe…
Descriptors: Game Based Learning, Elementary School Students, Grade 6, Foreign Countries
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Fang, Ning; Guo, Yongqing – Journal of Educational Computing Research, 2023
Computer simulation and animation (CSA) is educational technology in which computer programs are employed to simulate and animate real-world physical phenomena and processes. CSA has attracted growing attention and received an increasing number of applications in the international science, technology, engineering, and mathematics education…
Descriptors: Educational Improvement, Learning Processes, Educational Technology, Computer Software
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Lee, Youngjin – Journal of Educational Computing Research, 2019
This study investigated whether clustering can identify different groups of students enrolled in a massive open online course (MOOC). This study applied self-organizing map and hierarchical clustering algorithms to the log files of a physics MOOC capturing how students solved weekly homework and quiz problems to identify clusters of students…
Descriptors: Problem Solving, Online Courses, Mass Instruction, Physics
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Wang, Cixiao; Le, Huixiao – Journal of Educational Computing Research, 2022
In collaborative learning, the intuition "the more device, the merrier" is somehow widely acknowledged, but little research has investigated the relationship between device-student ratio and the learning outcome. This study aims to investigate not only the main effect of different device-student ratio, also to identify the moderators in…
Descriptors: Cooperative Learning, Access to Computers, Technology Uses in Education, Educational Technology
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Adams, Deanne M.; Pilegard, Celeste; Mayer, Richard E. – Journal of Educational Computing Research, 2016
Learning physics often requires overcoming common misconceptions based on naïve interpretations of observations in the everyday world. One proposed way to help learners build appropriate physics intuitions is to expose them to computer simulations in which motion is based on Newtonian principles. In addition, playing video games that require…
Descriptors: Video Games, Teaching Methods, Technology Uses in Education, Simulated Environment
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Mayer, Richard E.; Johnson, Cheryl I. – Journal of Educational Computing Research, 2010
Students learned about electrical circuits in an arcade-type game consisting of 10 levels. For example, in one level students saw two circuits consisting of various batteries and resistors connected in series or parallel, and had to indicate which one had a higher rate of moving current. On levels 1-9, all students received a correct tone and had…
Descriptors: Feedback (Response), Educational Games, Experiential Learning, Science Instruction
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Mandinach, Ellen B. – Journal of Educational Computing Research, 1989
Describes the Systems Thinking and Curriculum Innovation (STACI) Project, which is examining the impact of a technology-based curriculum innovation on teaching and learning outcomes in high school science and social studies. Systems thinking is discussed, simulation-modeling software is described, and implications for technology in educational…
Descriptors: Computer Assisted Instruction, Computer Simulation, Courseware, Curriculum Development