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Whitelock-Wainwright, Alexander; Gaševic, Dragan; Tsai, Yi-Shan; Drachsler, Hendrik; Scheffel, Maren; Muñoz-Merino, Pedro J.; Tammets, Kairit; Delgado Kloos, Carlos – Journal of Computer Assisted Learning, 2020
To assist higher education institutions in meeting the challenge of limited student engagement in the implementation of Learning Analytics services, the Questionnaire for Student Expectations of Learning Analytics (SELAQ) was developed. This instrument contains 12 items, which are explained by a purported two-factor structure of "Ethical and…
Descriptors: Questionnaires, Test Construction, Test Validity, Learning Analytics
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Yang, Jiumin; Zhu, Fangfang; Guo, Peiyu; Pi, Zhongling – Journal of Computer Assisted Learning, 2020
An instructor's gestures have an effect not only on students' learning but also on teaching itself. In two experiments, this study tested whether instructors' use of gestures while recording video lectures affected their teaching performance, stress, and cognitive load. In Experiment 1, participants recorded video lectures with gestures or without…
Descriptors: Teaching Methods, Nonverbal Communication, Video Technology, Lecture Method
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Daniels, Lia M.; Bulut, Okan – Journal of Computer Assisted Learning, 2020
In computer-based testing (CBT) environments instructors can provide students with feedback immediately. Commonly, instructors give students their percentage correct without additional descriptive feedback. Our objectives were (a) to compare students' perceived usefulness of a percentage-only score report vs. a descriptive feedback report in a CBT…
Descriptors: Computer Assisted Testing, Feedback (Response), Value Judgment, Student Attitudes
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Yurtseven Avci, Zeynep; O'Dwyer, Laura M.; Lawson, Jordan – Journal of Computer Assisted Learning, 2020
This study aims to explore the critical factors for effective professional development (PD) activities to support teachers' technology integration and suggests a design model: flipped PD. The following questions are investigated: What are the core features of effective teacher PD, what are the implications of core features in effective technology…
Descriptors: Professional Development, Technology Integration, Blended Learning, Best Practices
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Liu, Chiung-Wen; Ho, Li-An; Chueh, Ting-Yu – Journal of Computer Assisted Learning, 2020
Because the microworld can create a learning environment that allows learners to interact with the real world, the view of the microworld has been widely used in education and training. In this study, the simulated transactional interactive concurrent system (STICS) was used to provide an environment that simulates the stock market trading of the…
Descriptors: Money Management, Instructional Effectiveness, Foreign Countries, Computer Uses in Education
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Tsay, Crystal Han-Huei; Kofinas, Alexander K.; Trivedi, Smita K.; Yang, Yang – Journal of Computer Assisted Learning, 2020
Learners in the higher education context who engage with computer-based gamified learning systems often experience the novelty effect: a pattern of high activity during the gamified system's introduction followed by a drop in activity a few weeks later, once its novelty has worn off. We applied a two-tiered motivational, online gamified learning…
Descriptors: Higher Education, College Students, Computer Games, Game Based Learning
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Verver, Suzanne H.; Vervloed, Mathijs P.J.; Yuill, Nicola; Steenbergen, Bert – Journal of Computer Assisted Learning, 2020
Sound-augmented toys producing factual knowledge were thought to encourage incidental, playful learning in children with visual impairments (VIs). A group of 15 children with VIs and 22 sighted controls played with a sound-augmented savannah landscape and listened to an informative story in a counterbalanced order. Children's knowledge about…
Descriptors: Toys, Play, Auditory Stimuli, Visual Impairments
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Mason, Lucia; Zaccoletti, Sonia; Scrimin, Sara; Tornatora, Maria Caterina; Florit, Elena; Goetz, Thomas – Journal of Computer Assisted Learning, 2020
This study investigated the contribution of both physiological and behavioural process data to the comprehension of conflicting digital texts. We measured skin conductance level (SCL) as an index of arousal and the first-pass and look-back fixation times as indices of visual behaviour while reading. Forty-eight seventh graders read four webpages…
Descriptors: Reading Comprehension, Electronic Publishing, Eye Movements, Middle School Students
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Xenofontos, Nikoletta A.; Hovardas, Tasos; Zacharia, Zacharias C.; Jong, Ton – Journal of Computer Assisted Learning, 2020
We examined student performance in a computer-supported learning environment after students undertook, among others, a graphing task within an inquiry context. Students were assigned in two conditions: (a) Students were given one variable, and they had to select the second one to construct their graph; (b) students were given four variables, and…
Descriptors: Active Learning, Inquiry, Computer Uses in Education, Graphs
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Gruhn, Sophie; Segers, Eliane; Verhoeven, Ludo – Journal of Computer Assisted Learning, 2020
We investigated pictorial versus contextual support effects over and above teaching of definitions on children's word learning and retention as well as the moderating role of reading comprehension. In a between-subject pre-post-retention test control group design, Dutch fourth graders learned concrete and abstract Dutch words. The context group…
Descriptors: Reading Comprehension, Elementary School Students, Grade 4, Vocabulary Development
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Chen, Jyun-Chen; Huang, Yun; Lin, Kuen-Yi; Chang, Yu-Shan; Lin, Hung-Chang; Lin, Chien-Yu; Hsiao, Hsien-Sheng – Journal of Computer Assisted Learning, 2020
This study combined virtual reality (VR) technology, the 6E (Engage, Explore, Explain, Engineer, Enrich, and Evaluate) model, and STEM (Science, Technology, Engineering, and Mathematics) education to develop a hands-on activity aimed at helping students to achieve "learning by doing." The participants were 162 tenth-grade students,…
Descriptors: Hands on Science, Computer Simulation, STEM Education, Experiential Learning
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Wang, Tzu-Ling; Tseng, Yi-Kuan – Journal of Computer Assisted Learning, 2020
The purpose of this study was to investigate not only the effectiveness of dynamic versus static visualizations on learning star motions but also the influence of students' spatial abilities with these two types of visualizations on their learning. We assigned 155 fifth-grade students to either a dynamic or a static condition. We used a science…
Descriptors: Teaching Methods, Computer Assisted Instruction, Spatial Ability, Science Achievement
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Ahmad Uzir, Nora'ayu; Gaševic, Dragan; Matcha, Wannisa; Jovanovic, Jelena; Pardo, Abelardo – Journal of Computer Assisted Learning, 2020
This paper aims to explore time management strategies followed by students in a flipped classroom through the analysis of trace data. Specifically, an exploratory study was conducted on the dataset collected in three consecutive offerings of an undergraduate computer engineering course (N = 1,134). Trace data about activities were initially coded…
Descriptors: Time Management, Blended Learning, Learning Analytics, Undergraduate Students
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Korbach, Andreas; Ginns, Paul; Brünken, Roland; Park, Babette – Journal of Computer Assisted Learning, 2020
Given the widespread use of touch screen devices, the effect of the users' fingers on information processing and learning is of growing interest. The present study drew on cognitive load theory and embodied cognition perspectives to investigate the effects of pointing and tracing gestures on the surface of a multimedia learning instruction.…
Descriptors: Eye Movements, Cognitive Processes, Difficulty Level, Human Body
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Alonso-Fernández, Cristina; Martínez-Ortiz, Iván; Caballero, Rafael; Freire, Manuel; Fernández-Manjón, Baltasar – Journal of Computer Assisted Learning, 2020
Serious games have proven to be a powerful tool in education to engage, motivate, and help students learn. However, the change in student knowledge after playing games is usually measured with traditional (paper) prequestionnaires-postquestionnaires. We propose a combination of game learning analytics and data mining techniques to predict…
Descriptors: Case Studies, Teaching Methods, Game Based Learning, Student Motivation
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