Publication Date
In 2024 | 0 |
Since 2023 | 0 |
Since 2020 (last 5 years) | 1 |
Since 2015 (last 10 years) | 3 |
Since 2005 (last 20 years) | 3 |
Descriptor
Behavior Patterns | 3 |
Student Behavior | 3 |
Learning Processes | 2 |
Problem Solving | 2 |
Visualization | 2 |
Alignment (Education) | 1 |
At Risk Students | 1 |
Case Studies | 1 |
Cognitive Ability | 1 |
College Freshmen | 1 |
Data | 1 |
More ▼ |
Source
Technology, Knowledge and… | 3 |
Author
Kang, Jina | 3 |
Liu, Min | 3 |
Corliss, Stephanie | 1 |
Lee, Hyeyeon | 1 |
Lee, Jaejin | 1 |
Liu, Sa | 1 |
Pan, Zilong | 1 |
Zou, Wenting | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Education Level
Higher Education | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Secondary Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Kang, Jina; Liu, Min – Technology, Knowledge and Learning, 2022
An open-ended serious game can engage students' scientific problem-solving processes. However, understanding how students learn higher-order thinking skills through solving a problem in an open-ended game system is a challenge. The complex game systems may make learning more difficult for students with different characteristics such as an at-risk…
Descriptors: Student Behavior, Behavior Patterns, Navigation, Educational Games
Liu, Min; Kang, Jina; Zou, Wenting; Lee, Hyeyeon; Pan, Zilong; Corliss, Stephanie – Technology, Knowledge and Learning, 2017
There is much enthusiasm in higher education about the benefits of adaptive learning and using big data to investigate learning processes to make data-informed educational decisions. The benefits of adaptive learning to achieve personalized learning are obvious. Yet, there lacks evidence-based research to understand how data such as user behavior…
Descriptors: College Freshmen, Pharmaceutical Education, Individualized Instruction, Data
Liu, Min; Lee, Jaejin; Kang, Jina; Liu, Sa – Technology, Knowledge and Learning, 2016
Using a multi-case approach, we examined students' behavior patterns in interacting with a serious game environment using the emerging technologies of learning analytics and data visualization in order to understand how the patterns may vary according to students' learning characteristics. The results confirmed some preliminary findings from our…
Descriptors: Case Studies, Student Behavior, Behavior Patterns, Games