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Showing 31 to 45 of 123 results Save | Export
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Bacca-Acosta, Jorge; Fabregat, Ramon; Baldiris, Silvia; Kinshuk; Guevara, Juan – Journal of Computer Assisted Learning, 2022
Background: Mobile-based assessment has been an active area of research in the field of mobile learning. Prior research has demonstrated that mobile-based assessment systems positively affect student performance. However, it is still unclear why and how these systems positively affect student performance. Objectives: This study aims to identify…
Descriptors: Academic Achievement, Electronic Learning, Handheld Devices, Computer Assisted Testing
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Chung, Chih-Hung; Lin, You Yin – Journal of Computer Assisted Learning, 2022
Background: Most students have exhibited low motivation to engage in traditional learning methods. Additionally, students have difficulty concentrating on the course content, being easily distracted by their smartphones. Objectives: Therefore, we adopted an online 3D gamification problem-based learning (PBL) model to motivate students and improve…
Descriptors: Computer Simulation, Game Based Learning, Problem Based Learning, Human Resources
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Li, Shuang; Wang, Shuang; Du, Junlei; Pei, Yu; Shen, Xinyi – Journal of Computer Assisted Learning, 2022
Background: Failure to effectively organize and manage learning time is an important factor influencing online learners' performance. Investigation of time-investment patterns for online learning will provide educators with useful knowledge of how learners engage in and regulate their online learning and support them in tailoring online course…
Descriptors: Online Courses, Time Management, Time Factors (Learning), Learning Strategies
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Bissonnette, Steve; Boyer, Christian – Journal of Computer Assisted Learning, 2022
Tingir et al. (2017) concluded from their meta-analysis that the subject areas taught through mobile devices had significantly higher achievement scores (d = 0.48) than the ones taught with traditional teaching methods. Given the relatively high positive effect of mobile devices on student achievement, we carefully analysed the selected research…
Descriptors: Meta Analysis, Electronic Learning, Handheld Devices, Academic Achievement
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Skjelbred, Siv-Elisabeth; Daus, Stephan – Journal of Computer Assisted Learning, 2022
Background: The development and promotion of educational games are still outpacing knowledge of these games' effects, raising calls for evidence of benefits and challenges. Studies suggest that students and teachers like games, but the payoff of the investment in terms of increased motivation and achievement remains unclear. Objectives: This study…
Descriptors: Marketing, Simulation, Game Based Learning, Student Motivation
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Zhan, Zehui; He, Guoqing; Li, Tingting; He, Luyao; Xiang, Siyu – Journal of Computer Assisted Learning, 2022
Background: Group size is one of the important factors that affect collaborative learning, however, there is no consensus in the literature on how many students should the groups be composed of during the problem-solving process. Objectives: This study investigated the effect of group size in a K-12 introductory Artificial Intelligence course by…
Descriptors: Cognitive Ability, High School Students, Cooperative Learning, Artificial Intelligence
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Tan, Sophia Huey Shan; Thibault, Guillaume; Chew, Anna Chia Yin; Rajalingam, Preman – Journal of Computer Assisted Learning, 2022
Background: Different types of assessments influence learning and learning behaviour. Multiple-choice questions (MCQs) reward partial knowledge and encourage surface learning, while open-ended questions (OEQs) promote deeper learning. Currently, MCQs is part of team-based learning (TBL) curriculum, and it is challenging to implement OEQs as…
Descriptors: Questioning Techniques, Academic Achievement, Learner Engagement, Learning Processes
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Yang, Jie Chi; Kuo, Wen-Chi – Journal of Computer Assisted Learning, 2022
Background: Digital game-based learning (DGBL) has been shown to be an effective strategy for promoting learning motivation. However, a lack of attention has been paid to investigating the effects of individual differences on elementary students' reading motivation and in-gaming achievements in DGBL. Objectives: This study developed an educational…
Descriptors: Grade 3, Grade 4, Grade 5, Elementary School Students
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Li, Shuqin; Wang, Weihua – Journal of Computer Assisted Learning, 2022
Background: Blended learning programs in Kindergarten through Grade 12 (K-12) classrooms are growing in popularity; however, previous studies assessing their effects have yielded inconsistent results. Further, their effects have not been completely quantitatively synthesized and evaluated. Objectives: The purpose of this study is to synthesize the…
Descriptors: Blended Learning, Instructional Effectiveness, Academic Achievement, Elementary Secondary Education
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Slof, Bert; van Leeuwen, Anouschka; Janssen, Jeroen; Kirschner, Paul A. – Journal of Computer Assisted Learning, 2021
In computer-supported collaborative learning research, studies examining the combined effects of individual level, group level and within-group differences level measures on individual achievement are scarce. The current study addressed this by examining whether individual, group and within-group differences regarding engagement and prior…
Descriptors: Cooperative Learning, Prior Learning, Secondary School Students, Academic Achievement
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Çinar, Murat; Tüzün, Hakan – Journal of Computer Assisted Learning, 2021
This study compares the effects of object-oriented and robot programming activities on programming achievement, abstraction, problem solving, and motivation. In the study, two consecutive experimental cases were conducted to examine the consistency of findings. The research sample comprises 81 tenth-grade students undergoing vocational secondary…
Descriptors: Vocational High Schools, High School Students, Grade 10, Robotics
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Huang, Wen; Roscoe, Rod D.; Johnson-Glenberg, Mina C.; Craig, Scotty D. – Journal of Computer Assisted Learning, 2021
This study investigated changes in learners' motivation, engagement, performance, and spatial reasoning over time and across different levels of virtual reality (VR) immersion. Undergraduate participants explored a virtual solar system via a moderately immersive or highly immersive VR platform over three sessions. In a third condition,…
Descriptors: Student Motivation, Learner Engagement, Academic Achievement, Computer Simulation
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Wang, Yi-Hsuan – Journal of Computer Assisted Learning, 2021
The study designed WebQuest activities and explored the learning performance of learners to understand the suitability of using WebQuest in a college programming course. The study modified the processes of WebQuest based on social constructivism and scaffolding learning, and included programming tasks such as debugging practice to encourage…
Descriptors: Learning Activities, Programming, Academic Achievement, Educational Technology
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Guo, Pengyue; Saab, Nadira; Wu, Lin; Admiraal, Wilfried – Journal of Computer Assisted Learning, 2021
Project-based learning (PjBL) engages students in knowledge acquisition, application, and construction through artefact development. Based on the Community of Inquiry framework, this study characterized college students' social and cognitive presences in online PjBL and examined how presence was related to their academic performance. Twenty-four…
Descriptors: Communities of Practice, Inquiry, Active Learning, Electronic Learning
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Han, Feifei; Pardo, Abelardo; Ellis, Robert A. – Journal of Computer Assisted Learning, 2020
This study examines the extent to which the learning orientations identified by student self-reports and the observation of their online learning events were related to each other and to their academic performance. The participants were 322 first-year engineering undergraduates, who were enrolled in a blended course. Using students' self-report on…
Descriptors: College Students, Electronic Learning, Blended Learning, Curriculum Design
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