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Showing 1 to 15 of 1,254 results Save | Export
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Firdausiah Mansur, Andi Besse; Yusof, Norazah – Computers & Education, 2013
Clustering on Social Learning Network still not explored widely, especially when the network focuses on e-learning system. Any conventional methods are not really suitable for the e-learning data. SNA requires content analysis, which involves human intervention and need to be carried out manually. Some of the previous clustering techniques need…
Descriptors: Socialization, Social Networks, Network Analysis, Electronic Learning
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Ke, Fengfeng; Kwak, Dean – Computers & Education, 2013
This mixed-method study examined whether online learning interaction participation, perception, and learning satisfaction would be consistent across varied age and ethnicity groups. Data were collected from students enrolled in 28 online courses via content analysis with online interaction transcripts, structural equation modeling with the…
Descriptors: Student Participation, Satisfaction, Transcripts (Written Records), Age Differences
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Singh, Vandana; Holt, Lila – Computers & Education, 2013
This research is about participants who use open-source software (OSS) discussion forums for learning. Learning in online communities of education as well as non-education-related online communities has been studied under the lens of social learning theory and situated learning for a long time. In this research, we draw parallels among these two…
Descriptors: Socialization, Electronic Learning, Distance Education, Online Courses
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Sung, Han-Yu; Hwang, Gwo-Jen – Computers & Education, 2013
In this study, a collaborative game-based learning environment is developed by integrating a grid-based Mindtool to facilitate the students to share and organize what they have learned during the game-playing process. To evaluate the effectiveness of the proposed approach, an experiment has been conducted in an elementary school natural science…
Descriptors: Cooperative Learning, Games, Science Instruction, Instructional Effectiveness
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Jones, Ann C.; Scanlon, Eileen; Clough, Gill – Computers & Education, 2013
Mobile technologies can support learning across different contexts as their portability enables them to be used by the learner in whichever context she or he is in. They can be particularly beneficial in informal and semiformal contexts where learners have more control over their learning goals and where motivation is often high. Inquiries in…
Descriptors: Case Studies, Inquiry, Informal Education, Learner Controlled Instruction
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Okita, Sandra Y.; Turkay, Selen; Kim, Mihwa; Murai, Yumiko – Computers & Education, 2013
Advancements in technology have brought about new forms of learning and online instruction that allow communication through virtual representations without physically meeting in person. This study builds on previous work involving recursive feedback that tests the hypothesis that an important facet of learning-by-teaching is the opportunity to…
Descriptors: Graduate Students, Feedback (Response), Virtual Classrooms, Computer Uses in Education
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Blasco-Arcas, Lorena; Buil, Isabel; Hernandez-Ortega, Blanca; Sese, F. Javier – Computers & Education, 2013
As more and more educational institutions are integrating new technologies (e.g. audience response systems) into their learning systems to support the learning process, it is becoming increasingly necessary to have a thorough understanding of the underlying mechanisms of these advanced technologies and their consequences on student learning…
Descriptors: Computer Assisted Instruction, Teaching Methods, Social Sciences, Audience Response Systems
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Cheng, Bo; Wang, Minhong; Moormann, Jurgen; Olaniran, Bolanle A.; Chen, Nian-Shing – Computers & Education, 2012
Workplace learning is an important means of employees' continuous learning and professional development. E-learning is being recognized as an important supportive practice for learning at work. Current research on the success factors of e-learning in the workplace has emphasized on employees' characteristics, technological attributes, and training…
Descriptors: Foreign Countries, Electronic Learning, Distance Education, Workplace Learning
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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
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Chen, Chia-Chen; Huang, Tien-Chi – Computers & Education, 2012
Context-awareness techniques can support learners in learning without time or location constraints by using mobile devices and associated learning activities in a real learning environment. Enrichment of context-aware technologies has enabled students to learn in an environment that integrates learning resources from both the real world and the…
Descriptors: Learning Strategies, Museums, Foreign Countries, Educational Environment
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Wu, Wen-Hsiung; Chiou, Wen-Bin; Kao, Hao-Yun; Hu, Chung-Hsing Alex; Huang, Sih-Han – Computers & Education, 2012
Previous literature reviews or meta-analysis based studies on game-assisted learning have provided important results, but few studies have considered the importance of learning theory, and coverage of papers after 2007 is scant. This study presents a systematic review of the literature using a meta-analysis approach to provide a more comprehensive…
Descriptors: Literature Reviews, Behaviorism, Research Methodology, Constructivism (Learning)
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Molenaar, Inge; Roda, Claudia; van Boxtel, Carla; Sleegers, Peter – Computers & Education, 2012
The aim of this study is to test the effects of dynamically scaffolding social regulation of middle school students working in a computer-based learning environment. Dyads in the scaffolding condition (N=56) are supported with computer-generated scaffolds and students in the control condition (N=54) do not receive scaffolds. The scaffolds are…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Metacognition, Learning Processes
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Isotani, Seiji; Mizoguchi, Riichiro; Isotani, Sadao; Capeli, Olimpio M.; Isotani, Naoko; de Albuquerque, Antonio R. P. L.; Bittencourt, Ig. I.; Jaques, Patricia – Computers & Education, 2013
When the goal of group activities is to support long-term learning, the task of designing well-thought-out collaborative learning (CL) scenarios is an important key to success. To help students adequately acquire and develop their knowledge and skills, a teacher can plan a scenario that increases the probability for learning to occur. Such a…
Descriptors: Foreign Countries, Semantics, Vignettes, Cooperative Learning
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Girvan, Carina; Tangney, Brendan; Savage, Timothy – Computers & Education, 2013
Constructionism places an emphasis on the process of constructing shareable artefacts. Many virtual worlds, such as "Second Life", provide learners with tools for the construction of objects and hence may facilitate in-world constructionist learning experiences. However, the construction tools available present learners with a significant barrier…
Descriptors: Programming, Interviews, Distance Education, Novices
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Dominguez, Adrian; Saenz-de-Navarrete, Joseba; de-Marcos, Luis; Fernandez-Sanz, Luis; Pages, Carmen; Martinez-Herraiz, Jose-Javier – Computers & Education, 2013
Gamification is the use of game design elements and game mechanics in non-game contexts. This idea has been used successfully in many web based businesses to increase user engagement. Some researchers suggest that it could also be used in web based education as a tool to increase student motivation and engagement. In an attempt to verify those…
Descriptors: Games, Web Based Instruction, Electronic Learning, College Students
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