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Terzis, Vasileios; Moridis, Christos N.; Economides, Anastasios A. – Computers & Education, 2013
The Information Systems (IS) community has put considerable effort on identifying constructs that may explain the initial/continuance use of computer based learning or assessment systems. This study is a further step toward IS continuance acceptance delivered in Computer Based Assessment (CBA) context. Specifically, it aims at the exploration of…
Descriptors: Computer Assisted Testing, Intention, Information Systems, Usability
Yang, Yang; Leung, Howard; Yue, Lihua; Deng, Liqun – Computers & Education, 2013
In this paper, an automated lesson generation system for guiding beginners to learn basic dance movements is proposed. It analyzes the dance to generate a two-phase lesson which can provide a suitable cognitive load thus offering an efficient learning experience. In the first phase, the dance is divided into small pieces which are patterns, and…
Descriptors: Courseware, Use Studies, Instructional Design, Automation
Thompson, Penny – Computers & Education, 2013
This study investigated the claims made in the popular press about the "digital native" generation as learners. Because students' lives today are saturated with digital media at a time when their brains are still developing, many popular press authors claim that this generation of students thinks and learns differently than any generation that has…
Descriptors: Factor Analysis, Land Grant Universities, College Freshmen, Student Attitudes
Cress, Ulrike; Held, Christoph; Kimmerle, Joachim – Computers & Education, 2013
Tag clouds generated in social tagging systems can capture the collective knowledge of communities. Using as a basis spreading activation theories, information foraging theory, and the co-evolution model of cognitive and social systems, we present here a model for an "extended information scent," which proposes that both collective and individual…
Descriptors: Online Searching, Search Strategies, Hypermedia, Social Networks
Liaw, Shu-Sheng; Huang, Hsiu-Mei – Computers & Education, 2013
The research purpose is to investigate learner self-regulation in e-learning environments. In order to better understand learner attitudes toward e-learning, 196 university students answer a questionnaire survey after use an e-learning system few months. The statistical results showed that perceived satisfaction, perceived usefulness, and…
Descriptors: Self Efficacy, Distance Education, Usability, Use Studies
Wu, Hung-Yi; Lin, Hsin-Yu – Computers & Education, 2012
The digital content industry is flourishing as a result of the rapid development of technology and the widespread use of computer networks. As has been reported, the market size of the global e-learning (i.e., distance education and telelearning) will reach USD 49.6 billion in 2014. However, to retain and/or increase the market share associated…
Descriptors: Electronic Learning, Instructional Design, Distance Education, Educational Technology
Lai, Chun; Wang, Qiu; Lei, Jing – Computers & Education, 2012
A sound understanding of technology use from the learners' perspective is crucial. This study intends to contribute to our understanding on student technology use by focusing on identifying the factors that influence students' adoption of technology for learning and the relationships between these factors. Students studying at a Hong Kong…
Descriptors: Undergraduate Students, Foreign Countries, Educational Technology, Teaching Methods
Jalonen, Satu; Lakkala, Minna; Paavola, Sami – Computers & Education, 2011
The aim of the present study was to examine the technological affordances of a web-based collaborative learning technology, Knowledge Practices Environment (KPE), for supporting different dimensions of knowledge creation processes. KPE was used by engineering students in a practically oriented undergraduate engineering course. The study…
Descriptors: Engineering Education, Cooperative Learning, Visual Aids, Electronic Learning
Villalta, M.; Gajardo, I.; Nussbaum, M.; Andreu, J. J.; Echeverria, A.; Plass, J. L. – Computers & Education, 2011
In a Classroom Multiplayer Presential Game (CMPG) peers interact collaboratively with the virtual world and amongst themselves in a shared space. The design of this kind of game, however, is a complex process that must consider instruction strategies, methodology, usability and ludic aspects. This article's aim is to develop and systematize…
Descriptors: Design Requirements, Guidelines, Instructional Effectiveness, Educational Technology
Lui, Donald P. Y.; Szeto, Grace P. Y.; Jones, Alice Y. M. – Computers & Education, 2011
The present study examined the usage pattern of electronic game devices among primary school children in Hong Kong. Commonly used types of games devices were grouped into three main categories: large-screen/TV-based games, small handheld game devices and active game devices. A survey was conducted among 476 students in a local primary school, with…
Descriptors: Foreign Countries, Elementary School Students, Student Surveys, Human Factors Engineering
Eynon, Rebecca; Malmberg, Lars-Erik – Computers & Education, 2011
Using data from a nationally representative survey of over a 1000 young people in the UK this paper proposes a typology of the ways young people are using the Internet outside formal educational settings; and examines the individual and contextual factors that help to explain why young people are using the Internet in this way. Specifically, this…
Descriptors: Individual Characteristics, Young Adults, Classification, Profiles
Romero-Zaldivar, Vicente-Arturo; Pardo, Abelardo; Burgos, Daniel; Delgado Kloos, Carlos – Computers & Education, 2012
The interactions that students have with each other, with the instructors, and with educational resources are valuable indicators of the effectiveness of a learning experience. The increasing use of information and communication technology allows these interactions to be recorded so that analytic or mining techniques are used to gain a deeper…
Descriptors: Academic Achievement, Prediction, Learning Experience, Data
Chow, Meyrick; Herold, David Kurt; Choo, Tat-Ming; Chan, Kitty – Computers & Education, 2012
Learners need to have good reasons to engage and accept e-learning. They need to understand that unless they do, the outcomes will be less favourable. The technology acceptance model (TAM) is the most widely recognized model addressing why users accept or reject technology. This study describes the development and evaluation of a virtual…
Descriptors: Self Efficacy, Nursing Students, Intention, Electronic Learning
Kay, Robin; Kletskin, Ilona – Computers & Education, 2012
Problem-based video podcasts provide short, web-based, audio-visual explanations of how to solve specific procedural problems in subject areas such as mathematics or science. A series of 59 problem-based video podcasts covering five key areas (operations with functions, solving equations, linear functions, exponential and logarithmic functions,…
Descriptors: Video Technology, Higher Education, Mathematics Education, Calculus
Mazman, Sacide Guzin; Usluel, Yasemin Kocak – Computers & Education, 2010
The purpose of this study is to design a structural model explaining how users could utilize Facebook for educational purposes. In order to shed light on the educational usage of Facebook, in constructing the model, the relationship between users' Facebook adoption processes and their educational use of Facebook were included indirectly while the…
Descriptors: Adoption (Ideas), Use Studies, Surveys, Structural Equation Models