Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 3 |
| Since 2017 (last 10 years) | 8 |
| Since 2007 (last 20 years) | 8 |
Descriptor
Source
| Journal of Educational… | 8 |
Author
| Abumuhfouz, Ismail | 1 |
| Antle, Alissa N. | 1 |
| Cheng, Mengmeng | 1 |
| Chiu, Ming M. | 1 |
| Cui, Yunhuo | 1 |
| Fan, Min | 1 |
| Hong, Jon-Chao | 1 |
| Hsu, Ting-Chia | 1 |
| Hwang, Ming-Yueh | 1 |
| Ilayda Kimzan | 1 |
| Kasli, Murat | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 8 |
| Reports - Research | 7 |
| Information Analyses | 2 |
Education Level
Audience
Location
| Taiwan (Taipei) | 1 |
| Turkey | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Maide Orçan Kaçan; Ilayda Kimzan – Journal of Educational Computing Research, 2025
This study aimed to investigate the impact of Learning Trajectories (LT[superscript 2])-based games on the mathematical learning of four-year-old kindergarteners. The research employed the ADDIE paradigm, incorporating a pre-test, post-test, and a control group experimental design. The sample group comprised 30 children--15 in the experimental…
Descriptors: Foreign Countries, Educational Games, Mathematics Instruction, Kindergarten
Wang, Xinyue; Cheng, Mengmeng; Li, Xinfeng – Journal of Educational Computing Research, 2023
Computational thinking (CT) is considered a fundamental skill that everyone in the 21st century should have. Game-based learning (GBL) may be used to teach CT, and it's necessary to clarify how to design and implement game-based CT teaching. The literature was systematically searched for empirical studies published between 2011 and 2021.…
Descriptors: Computation, Thinking Skills, Game Based Learning, Teaching Methods
Lu, Zhuotao; Chiu, Ming M.; Cui, Yunhuo; Mao, Weijie; Lei, Hao – Journal of Educational Computing Research, 2023
This meta-analysis determined game-based learning's (GBL) overall effect on students' computational thinking (CT) and tested for moderators, using 28 effect sizes from 24 studies of 2,134 participants. The random effects model results showed that GBL had a significant positive overall effect on students' CT (g = 0.677, 95% confidence interval…
Descriptors: Game Based Learning, Computation, Thinking Skills, Meta Analysis
Mowafi, Yaser; Abumuhfouz, Ismail – Journal of Educational Computing Research, 2021
Mobile learning techniques have brought the potential of scaffolding information in real-world context that allows learners to interact more actively with their learning content. In this study, we present an interactive learning approach that allows learners to interact with their learning content in real-world context. With learning environment…
Descriptors: Interaction, Handheld Devices, Electronic Learning, Skill Development
Hsu, Ting-Chia; Liang, Yi-Sian – Journal of Educational Computing Research, 2021
This study proposed plugged and unplugged approaches for young students to simultaneously improve their interdisciplinary learning performance in English and Computational Thinking (CT). The plugged approach involved adopting educational robots to enhance CT and to provide English vocabulary and sentence practice via a board game. The unplugged…
Descriptors: Computation, Thinking Skills, Second Language Learning, Electronic Learning
Ran, Hua; Kasli, Murat; Secada, Walter G. – Journal of Educational Computing Research, 2021
This meta-analysis extended the current literature regarding the effects of computer technology (CT) on mathematics achievement, with a particular focus on low-performing students. A total of 45 independent effect sizes extracted from 31 empirical studies based on a total of 2,044 low-performing students in K-12 classrooms were included in this…
Descriptors: Intervention, Mathematics Achievement, Low Achievement, Kindergarten
Fan, Min; Antle, Alissa N.; Warren, Jillian L. – Journal of Educational Computing Research, 2020
In this article, we present a systematic review of literature on augmented reality (AR) supported for early language learning. We analyzed a total of 53 papers from 2010 to 2019 using qualitative analysis with complementary descriptive quantitative analysis. Our findings revealed three main AR learning activities: word spelling games, word…
Descriptors: Computer Simulation, Language Acquisition, Educational Research, Spelling
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin; Lin, Pei-Chun – Journal of Educational Computing Research, 2020
When learning to write Chinese characters, it is essential for students to learn and maintain the correct order of the strokes. Chinese teachers often use computer-supported drill and practice to develop students' ability to write in the correct order, but such devices are rarely designed to stimulate learners' memory-manipulation in cognitive…
Descriptors: Chinese, Orthographic Symbols, Cognitive Processes, Difficulty Level

Peer reviewed
Direct link
