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Rambe, Patient – Journal of Computing in Higher Education, 2017
The rhetoric on the potential of Web 2.0 technologies to democratize online engagement of students often overlooks the discomforting, differential participation and asymmetrical engagement that accompanies student adoption of emerging technologies. This paper, therefore, constitutes a critical reality check for student adoption of technology to…
Descriptors: Foreign Countries, College Students, Cooperative Learning, Web Sites
Alt, Dorit – Journal of Computing in Higher Education, 2017
With the growing attention paid to fear of missing out (FoMO) psychological phenomenon in explaining social media engagement (SME), this mixed-method research measured the relative impact of FoMO on students' SME for personal reasons during lectures. The moderating effect of culture (minority vs. non-minority students) on the connection between…
Descriptors: Undergraduate Students, Social Media, Use Studies, Student Attitudes
Long, Taotao; Cummins, John; Waugh, Michael – Journal of Computing in Higher Education, 2017
The flipped classroom model is an instructional model in which students learn basic subject matter knowledge prior to in-class meetings, then come to the classroom for active learning experiences. Previous research has shown that the flipped classroom model can motivate students towards active learning, can improve their higher-order thinking…
Descriptors: Educational Technology, Technology Uses in Education, Homework, Video Technology
Nyland, Rob; Davies, Randall S.; Chapman, John; Allen, Gove – Journal of Computing in Higher Education, 2017
This paper presents a case for the use of transaction-level data when analyzing automated online assessment results to identify knowledge gaps and misconceptions for individual students. Transaction-level data, which records all of the steps a student uses to complete an assessment item, are preferred over traditional assessment formats that…
Descriptors: Student Evaluation, Evidence Based Practice, Data Analysis, Knowledge Level
Pasquini, Laura A.; Evangelopoulos, Nicholas – Journal of Computing in Higher Education, 2017
Social media use has risen in higher education, as campus stakeholders frequently access these technologies for teaching, learning, research, communication, and information sharing. With these connected, digital technologies, our colleges and universities understand there are both opportunities and threats that social media affords. Higher…
Descriptors: Social Media, Field Studies, Educational Policy, Content Analysis
McGloin, Rory; McGillicuddy, Kara T.; Christensen, John L. – Journal of Computing in Higher Education, 2017
The aim of this study was to investigate whether students with differing goal achievement orientations were more likely to engage in on-task or off-task mobile device usage, as well as whether particular devices (specifically, laptops and smartphones) have a positive or negative relationship with specific task usage. The results of this study…
Descriptors: Goal Orientation, Academic Achievement, Technology Uses in Education, Handheld Devices
Tawfik, Andrew A. – Journal of Computing in Higher Education, 2017
Theorists have argued instructional strategies that emphasize ill-structured problem solving are an effective means to support higher order learning skills such as argumentation. However, argumentation is often difficult because novices lack the expertise or experience needed to solve contextualized problems. One way to supplement this lack of…
Descriptors: Case Method (Teaching Technique), Prompting, Problem Solving, Persuasive Discourse
De Troyer, Olga; Van Broeckhoven, Frederik; Vlieghe, Joachim – Journal of Computing in Higher Education, 2017
Narrative-based serious games present pedagogical content and interventions through an interactive narrative. To ensure effective learning in such kind of serious games, designers are not only faced with the challenge of creating a compelling narrative, but also with the additional challenge of incorporating suitable pedagogical strategies.…
Descriptors: Educational Games, Teaching Methods, Interaction, Design
Wilhelmsson, UIf; Engström, Henrik; Brusk, Jenny; Östblad, Per Anders – Journal of Computing in Higher Education, 2017
This article presents the result from a study comparing the perception and understanding of a game story between sighted and visually impaired players playing the same game. In particular, whether sighted and visually impaired players could experience and recount the same story construed from the plot elements that are either manifested by audio…
Descriptors: Inclusion, Computer Games, Handheld Devices, Visual Impairments
Kimmons, Royce – Journal of Computing in Higher Education, 2017
This study seeks to evaluate the basic Priority 1 web accessibility of all college and university websites in the US (n = 3141). Utilizing web scraping and automated content analysis, the study establishes that even in the case of high-priority, simple-to-address accessibility requirements, colleges and universities generally fail to make their…
Descriptors: Higher Education, Web Sites, Access to Education, Access to Information
Grigoryan, Anna – Journal of Computing in Higher Education, 2017
The continued increase in the number of students participating in online degree programs has led to an increase in the number of students taking online composition courses. Currently, most online writing programs replicate approaches used in face-to-face composition courses and simply transfer them to the online learning environment. However,…
Descriptors: Feedback (Response), Writing Instruction, Online Courses, Audiovisual Instruction
Shang, Hui-Fang – Journal of Computing in Higher Education, 2017
In the English as a foreign language (EFL) writing context, most of the research studies on the feedback process are conducted in a face-to-face context and few research studies have been conducted to investigate what actually happens in online feedback conditions. Thus, this study aimed to compare 44 EFL university students' experience of…
Descriptors: Asynchronous Communication, Synchronous Communication, Feedback (Response), Student Experience
The Nature and Level of Learner-Learner Interaction in a Chemistry Massive Open Online Course (MOOC)
Tawfik, Andrew A.; Reeves, Todd D.; Stich, Amy E.; Gill, Anila; Hong, Chenda; McDade, Joseph; Pillutla, Venkata Sai; Zhou, Xiaoshu; Giabbanelli, Philippe J. – Journal of Computing in Higher Education, 2017
Similar to other online courses, massive open online courses (MOOCs) often rely on learner-learner interaction as a mechanism to promote learning. However, little is known at present about learner-learner interaction in these nascent informal learning environments. While some studies have explored MOOC participant perceptions of learner-learner…
Descriptors: Large Group Instruction, Online Courses, Educational Technology, Technology Uses in Education
Mora, Alberto; Riera, Daniel; González, Carina; Arnedo-Moreno, Joan – Journal of Computing in Higher Education, 2017
Learner's motivation difficulties are recognized as a problem in diverse educational scenarios, reaching up to university degrees. Among other techniques that are often applied by instructors to counteract this issue, those related to the use of gaming elements seem to very promising. In this context, considering the use of game-like properties in…
Descriptors: Educational Games, Teaching Methods, Design, Literature Reviews
Van Horne, Sam; Henze, Marisa; Schuh, Kathy L.; Colvin, Carolyn; Russell, Jae-Eun – Journal of Computing in Higher Education, 2017
E-textbooks are more prevalent in college courses, but much recent research still shows that students prefer paper textbooks and have difficulty regulating their learning with digital course materials. Still, college instructors--especially in lower-division STEM courses--often adopt digital course materials with e-textbooks that include a variety…
Descriptors: Textbooks, Electronic Publishing, Educational Technology, Technology Uses in Education