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Zheng, Lanqin; Li, Xin; Huang, Ronghuai – Educational Technology & Society, 2017
Students' abilities to socially shared regulation of their learning are crucial to productive and successful collaborative learning. However, how group members sustain and regulate collaborative processes is a neglected area in the field of collaborative learning. Furthermore, how group members engage in socially shared regulation still remains to…
Descriptors: Cooperative Learning, Undergraduate Students, Experimental Groups, Control Groups
Greefrath, Gilbert; Hertleif, Corinna; Siller, Hans-Stefan – ZDM: The International Journal on Mathematics Education, 2018
The use of digital tools in mathematics lessons has recently gained in significance, especially because of ongoing technical developments. Particularly in the context of mathematical modelling, digital tools have become more and more important. They have been deployed for many years and are currently being intensively discussed from a didactical…
Descriptors: Mathematical Models, Mathematics Education, Geometry, Computer Uses in Education
Alodwan, Talal; Almosa, Mosaab – English Language Teaching, 2018
The study aimed to assess the effectiveness of a computer program based on Analysis, Design, Development, Implementation and Evaluation (ADDIE) Model on the achievement of Ninth Graders' listening and Reading Comprehension Skills in English. The study sample comprised 70 ninth graders during the second semester of the academic year 2016/2017. The…
Descriptors: Foreign Countries, Reading Comprehension, Reading Skills, Listening Comprehension
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
Salah, Raed Omar – Journal of Education and Practice, 2016
The study aims to identify the effect of using computerized based education on Eighth grade achievement in Math. In addition the study aims to identify the effect of gender on students' achievement who received computerized education. The study was based on the selection of students from two schools in Ma'an City one for females and the other for…
Descriptors: Grade 8, Mathematics, Mathematics Instruction, Mathematics Curriculum
Lin, Guan-Yu – EURASIA Journal of Mathematics, Science & Technology Education, 2016
The present study investigates the effects that Facebook-based online peer assessment with micro-teaching videos can have on attitudes toward peer assessment and perceived learning from peer assessment. The study recruited a sample of 31 university students who were enrolled in a teacher-training course. Using assessees' microteaching videos, the…
Descriptors: Social Media, Peer Evaluation, Microteaching, Learning
Najmuldeen, Hanan A. – World Journal of Education, 2017
The present study aims to evaluate the impact of educational games-based iPad applications on the development of social studies achievement and learning retention. Sample consisted of (48) sixth grade primary students in Jeddah. The author adopted Quasi-experimental design of the experimental and control groups. She also provided the teacher a…
Descriptors: Educational Games, Handheld Devices, Academic Achievement, Social Studies
Young, Jamaal; Hamilton, Christina; Cason, Marti – Contemporary Educational Technology, 2017
The purpose of this study was to examine the effects of integrating Interactive Whiteboard (IWB) technology on middle school mathematics achievement in an urban school. Propensity score matching was used to create a comparable control group in order to isolate the effects of IWB technology on mathematics achievement. An initial experimental group…
Descriptors: Middle School Students, Technology Integration, Urban Schools, Secondary School Mathematics
Homer, Ryan; Hew, Khe Foon; Tan, Cheng Yong – Educational Technology & Society, 2018
This paper reports the findings of a field experiment that gamified the classroom experience of elementary school ESL students by implementing digital badges-and-points which students could earn by achieving specific behavioral and learning goals. Altogether, 120 children in eight different classes participated in this study. Four of the classes…
Descriptors: Elementary School Students, English (Second Language), Recognition (Achievement), Educational Games
Díaz, A.; Nussbaum, M.; Varela, I. – Journal of Computer Assisted Learning, 2015
Recent research has suggested that simply providing each child with a computer does not lead to an improvement in learning. Given that dozens of countries across the world are purchasing computers for their students, we ask which elements are necessary to improve learning when introducing digital resources into the classroom. Understood the…
Descriptors: Educational Technology, Access to Computers, Computer Uses in Education, Technology Integration
Yachina, Nadezhda P.; Valeeva, Liliya A.; Sirazeeva, Albina F. – International Journal of Environmental and Science Education, 2016
The aim of the article is to determine the specifics of the creation and methodology of the use of e-teaching materials on humanities in the training system of future teachers. The leading approaches to the study of this problem are student-centered and personally-meaningful approaches to teaching leading to realizing the need for new educational…
Descriptors: Web Based Instruction, Electronic Learning, Synchronous Communication, Blended Learning
Granena, Gisela – Language Learning & Technology, 2016
Interaction is a necessary condition for second language (L2) learning (Long, 1980, 1996). Research in computer-mediated communication has shown that interaction opportunities make learners pay attention to form in a variety of ways that promote L2 learning. This research has mostly investigated text-based rather than voice-based interaction. The…
Descriptors: Computer Mediated Communication, Experimental Groups, Control Groups, Second Language Learning
Babaali, Parisa; Gonzalez, Lidia – International Journal of Mathematical Education in Science and Technology, 2015
Supporting student success in entry-level mathematics courses at the undergraduate level has and continues to be a challenge. Recently we have seen an increased reliance on technological supports including software to supplement more traditional in-class instruction. In this paper, we explore the effects on student performance of the use of a…
Descriptors: Statistical Analysis, Academic Achievement, Homework, Computer Uses in Education
Lazzeri, Santos; Cabezas, Ximena; Ojeda, Luis; Leiva, Francisca – Research-publishing.net, 2015
This study assesses the impact of computer-based formative evaluations in an undergraduate English course for second semester kinesiology students at the Universidad Austral de Chile-Valdivia (UACh). The target of the course is to improve the students' online reading comprehension skills in their field. A preliminary study was carried out in order…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Formative Evaluation