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Eleftheria Siklafidou; Maya Satratzemi; Stelios Xinogalos – Journal of Computer Assisted Learning, 2025
Background: Serious games (SGs) have been increasingly utilised in various domains of education and training. These SGs are a compelling and impactful pedagogical tool that have demonstrated the potential to transform users' perspectives in a multitude of fields, including music. Objectives: This paper presents a systematic literature review (SLR)…
Descriptors: Music Education, Game Based Learning, Teaching Methods, Musical Instruments
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Tsung-Yen Chuang; Szu-Kai Tsai; Yu-Hsuan Lu – Journal of Computer Assisted Learning, 2025
Background: Current education increasingly emphasises the development and significance of Critical Thinking (CT), aiming to enhance individuals' adaptability in a rapidly evolving society. However, few effective teaching methods have been identified for integrating CT into existing on-site courses. While previous studies have focused on the…
Descriptors: Game Based Learning, Critical Thinking, Thinking Skills, Technology Uses in Education
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Petri Nokelainen; Terhi Kaarakka; Jani Hirvonen; Ilmari Puhakka; Riikka Kangaslampi; Simo Ali-Löytty; Vikke Vuorenpää; Elina Viro – Journal of Computer Assisted Learning, 2025
Background: First-year engineering mathematics courses present a critical academic challenge, often leading to a significant decline in student self-efficacy, a key predictor of retention and success. While flipped learning is a proposed solution, a lack of longitudinal research using robust comparison groups has limited our understanding of its…
Descriptors: Flipped Classroom, Self Efficacy, Emotional Response, Engineering Education
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Mohamed Ali Nagy Elmaadaway; Mohamed Elsayed El-Naggar; Mohamed Radwan Ibrahim Abouhashesh – Journal of Computer Assisted Learning, 2025
Background: Artificial intelligence (AI) made substantial progress with language recognition. Proficiency in spoken English reading is a prerequisite for fluency in written English. However, research on its use, especially for non-native speakers, is lacking despite increased usage. Objectives: This study aimed to enhance the oral reading fluency…
Descriptors: Artificial Intelligence, Reading Fluency, Elementary School Students, Oral Reading
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Chen-Chen Liu; Hai-Jie Wang; Gwo-Jen Hwang; Yun-Fang Tu; Youmei Wang; Kai Chen – Journal of Computer Assisted Learning, 2025
Background: Vocal music education is a skill-oriented course. Students not only need to improve their skills through repeated practice, but also need to learn self-reflection on their singing skills to achieve improvement in their vocal music performance. To promote students' reflection, previous studies have introduced peer assessment (PA) in…
Descriptors: Music Education, Singing, Skill Development, Reflection
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Osman Özdemir – Journal of Computer Assisted Learning, 2025
Background: In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are…
Descriptors: Game Based Learning, Video Games, Academic Achievement, Student Motivation
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Seyma Çaglar-Özhan; Perihan Tekeli; Selay Arkün-Kocadere – Journal of Computer Assisted Learning, 2025
Background: Feedback is an essential part of the educational process as it enriches students' learning experiences, provides information about their current performance, shows them what is lacking in achieving goals, and provides guidance on the strategies needed to achieve those goals. Teachers, especially in crowded classrooms, often have…
Descriptors: Feedback (Response), Artificial Intelligence, Teacher Role, Technology Uses in Education
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Chorng-Shiuh Koong; Chih-Hung Chen; Yu-Tzu Chen; Gwo-Haur Hwang – Journal of Computer Assisted Learning, 2025
Background: Rhythm is the fundamental element of music and one of the indispensable aspects of training in music education, making it highly valued. However, due to the limitations of teaching hours and the large number of students in each class, it is difficult to foster the rhythm ability of elementary school students. Objectives: Hence, this…
Descriptors: Music Education, Telecommunications, Handheld Devices, Teaching Methods
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Jyun-Chen Chen; Chia-Yu Liu – Journal of Computer Assisted Learning, 2025
Background: Based on the embodied cognition perspective, interdisciplinary hands-on learning combines several disciplines, such as science, technology, engineering and mathematics (STEM), to improve students' capacity to solve real-world problems. Despite the popularity of interdisciplinary hands-on learning, particularly the six-phase 6E model,…
Descriptors: Interdisciplinary Approach, Experiential Learning, STEM Education, Problem Solving
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Jin Wang; Wenxiang Fan – Journal of Computer Assisted Learning, 2025
Background: For students, digital literacy is an essential competency, and technology-supported learning has become one of the most crucial methods for developing students' digital literacy. However, no academic consensus exists regarding whether technology-supported learning is effective in improving students' digital literacy. Objectives: This…
Descriptors: Technological Literacy, Technology Uses in Education, Program Effectiveness, Influences
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Elisabeth Bauer; Michael Sailer; Frank Niklas; Samuel Greiff; Sven Sarbu-Rothsching; Jan M. Zottmann; Jan Kiesewetter; Matthias Stadler; Martin R. Fischer; Tina Seidel; Detlef Urhahne; Maximilian Sailer; Frank Fischer – Journal of Computer Assisted Learning, 2025
Background: Artificial intelligence, particularly natural language processing (NLP), enables automating the formative assessment of written task solutions to provide adaptive feedback automatically. A laboratory study found that, compared with static feedback (an expert solution), adaptive feedback automated through artificial neural networks…
Descriptors: Artificial Intelligence, Feedback (Response), Computer Simulation, Natural Language Processing
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Zeng-Wei Hong; Che-Lun Liang; Ming-Chi Liu – Journal of Computer Assisted Learning, 2025
Background: Online video-based learning often leads to fatigue, which detracts from engagement and learning outcomes. Previous studies have examined monitoring mental states like attention through electroencephalography (EEG) headsets, but limitations such as high costs, discomfort, and limited scalability persist. Objectives: This study evaluates…
Descriptors: Technology Uses in Education, Electronic Learning, Video Technology, Fatigue (Biology)
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Wenjun Zhong; Jianghua Luo; Lihong Luo; Ya Lyu – Journal of Computer Assisted Learning, 2025
Background: Children with autism often face challenges in developing social-emotional skills, which are essential for their overall growth and social integration. Social robots have emerged as promising tools to support these skills; however, their effectiveness and educational applications remain uncertain, with existing research lacking…
Descriptors: Autism Spectrum Disorders, Children, Robotics, Social Emotional Learning
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Mingyu Feng; Natalie Brezack; Chunwei Huang; Yvonne Kao; Kelly Collins; Melissa Lee; Megan Schneider; Wynnie Chan – Journal of Computer Assisted Learning, 2025
Background: Computer-assisted educational technologies that integrate affective supports into math practices could be particularly beneficial for addressing troubling declines in middle grade students' math achievement, affect, and motivation. MathSpring is a web-based intelligent tutor that offers personalised content, remedial tutoring, and…
Descriptors: Intelligent Tutoring Systems, Technology Uses in Education, Mathematics Education, Mathematics Achievement
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Büsra Parlar; Selim Soner Sütçü – Journal of Computer Assisted Learning, 2025
Background: AR allows users to experience a digital world that blends seamlessly with the physical world, creating an immersive and interactive experience. This is directly in line with the principles of Situated Learning Theory (SLT) that aim to put students in authentic situations in which they can be actively immersed in real-world activities.…
Descriptors: Computer Simulation, Technology Uses in Education, English (Second Language), Second Language Instruction
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