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Showing 1,141 to 1,155 of 6,103 results
Foster, Aroutis N. – Journal of Educational Computing Research, 2011
Researchers question how and what students learn from commercial digital games. Using a concurrent mixed-methods approach, this study examined 30 students' construction of knowledge and skills while playing a commercial off-the-shelf game for 7 weeks. Quantitative data included students' background survey and pre- and post-assessments for…
Descriptors: Elementary School Students, Social Studies, Educational Games, Learning Processes
Samuel, Roy David; Kim, Chanmin; Johnson, Tristan E. – Journal of Educational Computing Research, 2011
The transition from classroom instruction to e-learning raises pedagogical challenges for university instructors. A controlled integration of e-learning tools into classroom instruction may offer learners tangible benefits and improved effectiveness. This design-based research (DBR) study engaged students in e-learning activities integrated into…
Descriptors: Student Attitudes, Self Efficacy, Negative Attitudes, Computers
Kopcha, Theodore J.; Alger, Christianna – Journal of Educational Computing Research, 2011
The eSupervision instructional program is a series of five online modules housed in a content management system that support triad members (student teachers, cooperating teachers, university supervisors) during the field experience. The program was designed on a cognitive apprenticeship framework and uses a variety of technology to support both…
Descriptors: Student Teaching, Student Teachers, Teacher Characteristics, Self Efficacy
Eseryel, Deniz; Ge, Xun; Ifenthaler, Dirk; Law, Victor – Journal of Educational Computing Research, 2011
Following a design-based research framework, this article reports two empirical studies with an educational MMOG, called "McLarin's Adventures," on facilitating 9th-grade students' complex problem-solving skill acquisition in interdisciplinary STEM education. The article discusses the nature of complex and ill-structured problem solving and,…
Descriptors: Educational Games, Problem Solving, Followup Studies, Skill Development
McNulty, John; Chandrasekhar, Arcot; Hoyt, Amy; Gruener, Gregory; Espiritu, Baltazar; Price, Ron, Jr. – Journal of Educational Computing Research, 2011
This report summarizes more than a decade of experiences with implementing computer-based testing across a 4-year medical curriculum. Practical considerations are given to the fields incorporated within an item database and their use in the creation and analysis of examinations, security issues in the delivery and integrity of examinations,…
Descriptors: Educational Research, Testing, Integrity, Computer Assisted Testing
Anderson, Susan E.; Groulx, Judith G.; Maninger, Robert M. – Journal of Educational Computing Research, 2011
This study investigated relationships among students' technology-related abilities, beliefs, and intentions. Participants were 217 preservice teachers who responded to post-course surveys. Value beliefs were the best predictor of their intentions to use a variety of software and their intentions regarding frequency of technology use with students…
Descriptors: Constructivism (Learning), Preservice Teachers, Self Efficacy, Technology Integration
Lin, Lu-Fang – Journal of Educational Computing Research, 2011
This study reports the strategies used by second language learners to comprehend computerized video material. In total, 211 students taking an English course in a public university in Taiwan joined the study, conducted over 1 academic year during which 63 students were involved in the pilot study in the first semester, and 148 joined the formal…
Descriptors: Video Technology, Comprehension, Questionnaires, Memory
Cavanaugh, Cathy; Dawson, Kara; Ritzhaupt, Albert – Journal of Educational Computing Research, 2011
This article examines how laptop computing technology, teacher professional development, and systematic support resulted in changed teaching practices and increased student achievement in 47 K-12 schools in 11 Florida school districts. The overview of a large-scale study documents the type and magnitude of change in student-centered teaching,…
Descriptors: Elementary Secondary Education, Teaching Methods, Achievement Gains, Computer Uses in Education
Yang, Hui-Jen; Lay, Yun-Long – Journal of Educational Computing Research, 2011
Nowadays people's lives heavily rely on Internet facilities. Internet users generally have constant Internet connectivity and intermittently click on sites they want to access even amidst studying or working. In this study, we sought to examine the factors affecting intermittent Internet pulling behavior on undergraduate students. Furthermore, the…
Descriptors: Undergraduate Students, Academic Achievement, Foreign Countries, Peer Influence
Kaufman, David; Sauve, Louise; Renaud, Lise – Journal of Educational Computing Research, 2011
This article consists of four sections: (1) the problems associated with asthma in the province of Quebec and across Canada; (2) the theoretical framework for the learning enhanced by our online educational game entitled "Asthme: 1,2,3 ... Respirez! (Asthma: 1,2,3 ... Breath!)", created by adapting the popular board game "Parcheesi", and intended…
Descriptors: Health Education, Educational Games, Diseases, Foreign Countries
Thomas, Michael K.; Ge, Xun; Greene, Barbara A. – Journal of Educational Computing Research, 2011
This study used technology-rich ethnography (TRE) to examine the use of game development in a high school computer programming class for the development of 21st century skills. High school students created games for elementary school students while obtaining formative feedback from their younger clients. Our experience suggests that in the…
Descriptors: Video Games, Ethnography, Programming, Skill Development
Burgess, Melissa L.; Ice, Phil – Journal of Educational Computing Research, 2011
In this study, we examined optimal experience and the antecedents of flow as reported by college-level developmental reading students using "Second Life", a multi-user virtual environment. In an educational context, "Second Life" provided a space for demonstrating 21st century skills including communication, collaboration, problem-solving, and…
Descriptors: Developmental Programs, Virtual Classrooms, Remedial Reading, College Students
McCreery, Michael P.; Schrader, P. G.; Krach, S. Kathleen – Journal of Educational Computing Research, 2011
There is a substantial and growing interest in immersive virtual spaces as contexts for 21st century skills like problem solving, communication, and collaboration. However, little consideration has been given to the ways in which users become proficient in these environments or what types of target behaviors are associated with 21st century…
Descriptors: Expertise, Educational Technology, Virtual Classrooms, Computers
Spires, Hiller A.; Rowe, Jonathan P.; Mott, Bradford W.; Lester, James C. – Journal of Educational Computing Research, 2011
Targeted as a highly desired skill for contemporary work and life, problem solving is central to game-based learning research. In this study, middle grade students achieved significant learning gains from gameplay interactions that required solving a science mystery based on microbiology content. Student trace data results indicated that effective…
Descriptors: Problem Solving, Hypothesis Testing, Microbiology, Educational Technology
Cullen, Theresa A.; Greene, Barbara A. – Journal of Educational Computing Research, 2011
The Theory of Planned Behavior was used as a framework, along with Self-Determination Theory, to examine preservice teachers' motivation to include technology in their future teaching. We modified instruments to measure theoretical constructs to be applied to plans for the use of technology. Measured were: perceived behavioral control, attitudes…
Descriptors: Preservice Teachers, Negative Attitudes, Motivation, Education Courses

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