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Allen, Peter J.; Fielding, Jessica L.; Westermann, Annabel H.; Lafratta, Amelia M. – Teaching of Psychology, 2022
Background: Allen, Fielding, East, et al. demonstrated experimentally that structural awareness, or the ability to disregard a research problem's topic and instead focus on its structural features, can be trained using StatHand (https://stathand.net). Most training benefits persisted for 1 week. Objective: The objective was to assess the…
Descriptors: Statistical Analysis, Statistics Education, Instructional Effectiveness, Selection
Hu, Ridong; Wu, Yi-Yong; Shieh, Chich-Jen – EURASIA Journal of Mathematics, Science & Technology Education, 2016
Since the popular applications of information technology, digitalized materials, media, and equipment have become the essential abilities and instruments for teachers in modern education. In addition to some curricula requiring computing & reasoning and operation & demonstration, the situations of teachers utilizing transparencies, films,…
Descriptors: Creative Thinking, Cognitive Ability, Computer Uses in Education, Computer Simulation
Assenmacher, Matthew Benedict – ProQuest LLC, 2013
This quasi-experimental study investigated the application of visual literacy skills in the form of parametric modeling software in relation to traditional forms of sketching. The study included two groups of high school technical design students. The control and experimental groups involved in the study consisted of two randomly selected groups…
Descriptors: Visual Literacy, Models, Quasiexperimental Design, Problem Based Learning
Janisse, Heather C.; Li, Xiaoming; Bhavnagri, Navaz P.; Esposito, Cassandra; Stanton, Bonita – Early Education and Development, 2018
Research Findings: The current study examined the impact of daily classroom computer use on the cognitive development of preschool children in 14 urban Head Start classrooms. The sample consisted of 208 predominantly African American low-income children with a mean age of 48.8 months. A quasi-experimental design was used in which 7 classrooms had…
Descriptors: Longitudinal Studies, Computer Uses in Education, Cognitive Development, African American Children
Merkel, Eli; Cohen, Anat – Interdisciplinary Journal of e-Skills and Lifelong Learning, 2015
Since the development of Open Educational Resources (OERs), different models regarding the usage of these resources in education have appeared in the literature. Wiley's 4-Rs model is considered to be one of the leading models. Research based on Wiley's model shows that using materials without making changes is the most common use. Compared to the…
Descriptors: Resource Units, Computer Uses in Education, Corporate Education, Instructional Design
Ito, Taro – ProQuest LLC, 2017
This study examined the extent to which the iPad app, Spatial Temporal Mathematics (ST Math), diminished college remedial mathematics students' natural number bias and deepened their fraction conceptual understanding. In this quasi-experimental study one class played the ST Math fraction games for 8 weeks, and they were compared to a control class…
Descriptors: College Mathematics, Remedial Mathematics, Instructional Effectiveness, Fractions
Wang, Sheng-Yuan; Chang, Shao-Chen; Hwang, Gwo-Jen; Chen, Pei-Ying – Interactive Learning Environments, 2018
In traditional teacher-centered mathematics instruction, students might show low learning motivation owing to the lack of applied contexts. Game-based learning has been recognized as a potential approach to addressing this issue; however, without proper alignment between the gaming and math-applied contexts, the benefits of game-based learning…
Descriptors: Mathematics Instruction, Role Playing, Teaching Methods, Educational Games
Wichadee, Saovapa; Pattanapichet, Fasawang – Teaching English with Technology, 2018
The study was conducted to find out what impact a digital game had on students' learning performance and motivation. A quasi-experimental study was performed with two groups of students. The experimental group was taught using the digital game "Kahoot" whereas the control group was taught with the conventional method. Pre-tests,…
Descriptors: English (Second Language), Computer Games, Educational Games, Student Motivation
Shakroum, Moamer; Wong, Kok Wai; Fung, Lance Chun Che – Journal of Information Technology Education: Research, 2016
Several studies and experiments have been conducted in recent years to examine the value and the advantage of using the Gesture-Based Learning System (GBLS).The investigation of the influence of the GBLS mode on the learning outcomes is still scarce. Most previous studies did not address more than one category of learning outcomes (cognitive,…
Descriptors: Instructional Effectiveness, Nonverbal Communication, Learning Experience, Outcomes of Education
Aly, Ibrahim – Canadian Journal of Higher Education, 2013
This study compared the academic achievement between undergraduate students taking an introductory managerial accounting course online (N = 104) and students who took the same course in a hybrid classroom setting (N = 203). Student achievement was measured using scores from twelve weekly online assignments, two major online assignments, a final…
Descriptors: Academic Achievement, Comparative Analysis, Introductory Courses, Online Courses
Magnisalis, Ioannis; Demetriadis, Stavros – IEEE Transactions on Learning Technologies, 2017
This article presents evaluation data regarding the MAPIS3 architecture which is proposed as a solution for the data-transfer among various tools to promote flexible collaborative learning designs. We describe the problem that this architecture deals with as "tool orchestration" in collaborative learning settings. This term refers to a…
Descriptors: Computer Uses in Education, Cooperative Learning, Computer System Design, Internet
Wu, Tung-Ju; Tai, Yu-Nan – EURASIA Journal of Mathematics, Science & Technology Education, 2016
Under the waves of the Internet and the trend of era, information technology is a door connecting to the world to generate the multiplier effect of learning. Students' learning should not be regarded as the tool to cope with school examinations. The frequent contact with computers, networks, and relevant information allow students enjoying the…
Descriptors: Multimedia Instruction, Student Motivation, Learning Motivation, Outcomes of Education
Bagabas, Hanan Ali – Journal of Education and Practice, 2016
The current study aimed to investigate the effectiveness of computerized instructional packages on concept acquisition and improving academic achievement among deaf students in Saudi Arabia. The sample consisted of (16) third-grade female deaf students in prep stage for the first semester of the academic year 2013/2014, randomly selected from…
Descriptors: Foreign Countries, Computer Uses in Education, Deafness, Females
Ryan, Sarah; Kaufman, Julia; Greenhouse, Joel; She, Ruicong; Shi, Judy – Community College Journal of Research and Practice, 2016
Whether through the use of online-only or hybrid/blended formats, colleges and universities across the country are increasingly utilizing online platforms as a medium for the delivery of instruction. At the same time, we know little about how student learning outcomes are related to students' engagement with online instructional formats. In…
Descriptors: Community Colleges, Two Year College Students, Blended Learning, Online Courses
Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David – Computers & Education, 2013
This paper presents our recent experiences with the design of game-like applications in 3-D virtual environments as well as its impact on student motivation and learning. Therefore our paper starts with a brief analysis of the motivational aspects of videogames and virtual worlds (VWs). We then go on to explore the possible benefits of both in the…
Descriptors: Educational Games, German, Second Language Instruction, Language Tests