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Yun Zhang; Fangzheng Zhao; Richard E. Mayer – Journal of Computer Assisted Learning, 2025
Background and Objective: The positivity principle states that students learn better from instructors who display positive rather than negative or neutral emotions in multimedia lessons (Lawson et al. 2021a). This study extends this work by exploring the role of affective and social cues displayed by feedback providers, such as their emotional…
Descriptors: Multimedia Instruction, Psychological Patterns, Feedback (Response), Gender Differences
Fangzheng Zhao; Richard E. Mayer – Journal of Computer Assisted Learning, 2025
Introduction: While prior research has delved into the emotional aspects of instructional design, it has not extensively examined whether integrating affective features specifically relevant to the theme of the learning materials is essential for enhancing learning effectiveness compared to incorporating general affective features. This study aims…
Descriptors: Multimedia Instruction, Teaching Methods, Cartoons, Psychological Patterns
Markus W. H. Spitzer; Lisa Bardach; Eileen Richter; Younes Strittmatter; Korbinian Moeller – Journal of Computer Assisted Learning, 2025
Background: Many students face difficulties with algebra. At the same time, it has been observed that fraction understanding predicts achievements in algebra; hence, gaining a better understanding of how algebra understanding builds on fraction understanding is an important goal for research and educational practice. Objectives: However, a wide…
Descriptors: Psychological Patterns, Network Analysis, Fractions, Algebra
Wilk Oliveira; Pasqueline Dantas Scaico; Juho Hamari; Zhaoxing Li; Lei Shi – Journal of Computer Assisted Learning, 2025
Background: Gamification has been used in recent years to enhance the student experience in educational environments and to help students achieve an optimal experience. However, there is limited empirical evidence of the effects of gamification on specific psychological experiences, such as the students' flow experience, which is a highly…
Descriptors: Gamification, Learning Management Systems, Game Based Learning, Student Experience
Byunghoon Ahn; Negar Matin; Myriam Johnson; So Yeon Lee; Ning-Zi Sun; Jason M. Harley – Journal of Computer Assisted Learning, 2025
Background: High fidelity simulations can be an effective tool for anti-harassment education. While emotions have been identified as crucial in simulation-based education, their role in anti-harassment education within medical training remains underexplored. Objectives: We aimed to investigate emotional profiles of medical residents during…
Descriptors: Medical Students, Psychological Patterns, Bullying, Prevention
Meiyan Huang; Tang Yongquan – Journal of Computer Assisted Learning, 2025
Aim: In recent years, the integration of cutting-edge technology into professional sports training (ST) has revolutionized the way athletes prepare for competition. The study aims to quantitatively analyse the impact of cutting-edge technology on enhancing performance, efficiency, and outcomes in professional ST programs. Purpose: The purpose of…
Descriptors: Athletics, Technology, Influence of Technology, Training
Daniela Olea-Ibarra; Christian Hartmann; Maria Bannert – Journal of Computer Assisted Learning, 2025
Background: Enjoyment and epistemic emotions are essential in education as they drive learners to actively and persistently engage with learning material. Augmented Reality (hereinafter referred to as AR) is an emerging educational tool that offers unique opportunities for immersive learning experiences. By incorporating AR into the learning…
Descriptors: Psychological Patterns, Positive Attitudes, Computer Simulation, Active Learning
Ying-Lien Lin; Wei-Tsong Wang; Shih-Ying Kuang – Journal of Computer Assisted Learning, 2025
Background: Visual metaphors (VMs) have gained significant attention from cognitive linguists for their ability to help learners understand linguistic structure. However, few studies have explored how incorporating a VM-supported instructional design can help instructors elucidate the abstract concepts of the business model canvas (BMC) to enhance…
Descriptors: Figurative Language, Visual Aids, Visual Learning, Instructional Design
Gwo-Jen Hwang; Jalil Fathi; Masoud Rahimi – Journal of Computer Assisted Learning, 2025
Background: The utilisation of video-dubbing tasks, wherein learners record their voices over video clips to practise pronunciation, fluency, grammatical accuracy, and vocabulary use, is relatively novel in the English language learning context. Exploring the effectiveness of video-dubbing tasks can lead to more innovative and effective speaking…
Descriptors: English (Second Language), Second Language Learning, Speech Skills, Cognitive Processes
Ute Mertens; Marlit A. Lindner – Journal of Computer Assisted Learning, 2025
Background: Educational assessments increasingly shift towards computer-based formats. Many studies have explored how different types of automated feedback affect learning. However, few studies have investigated how digital performance feedback affects test takers' ratings of affective-motivational reactions during a testing session. Method: In…
Descriptors: Educational Assessment, Computer Assisted Testing, Automation, Feedback (Response)
Yu-Shan Chang – Journal of Computer Assisted Learning, 2025
Background: Due to the rapid development of artificial intelligence (AI) and the widespread adoption of online learning post-COVID-19, the metaverse has become an important strategy for innovative teaching. Objectives: This study aimed to investigate the impact of the metaverse on learning engagement, learning emotions, and creative performance in…
Descriptors: Learner Engagement, Psychological Patterns, Emotional Response, Artificial Intelligence
Jiarui Hou; James F. Lee; Stephen Doherty – Journal of Computer Assisted Learning, 2025
Background: Recent research has demonstrated the potential of mobile-assisted learning to enhance learners' learning outcomes. In contrast, the learning processes in this regard are much less explored using eye tracking technology. Objective: This systematic review study aims to synthesise the relevant work to reflect the current state of eye…
Descriptors: State of the Art Reviews, Eye Movements, Electronic Learning, Handheld Devices

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