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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
Yonggang Wei; Lu Wang; Yi Tang; Junyue Su; Yaxian Lei; Wanran Peng – Journal of Computer Assisted Learning, 2024
Background: The pedagogy of computational thinking has gained extensive traction across numerous nations globally, with a particular emphasis on nurturing computational thinking in the formative years of early childhood. Nevertheless, the efficacy of diverse instructional approaches in the domain of programming education, with regards to fostering…
Descriptors: Programming, Computation, Thinking Skills, Young Children
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
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
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
Technological Affordances in Teachers' Online Professional Learning Communities: A Systematic Review
Fangzhou Jin; Zicong Song; Wai Ming Cheung; Chin-Hsi Lin; Tiruo Liu – Journal of Computer Assisted Learning, 2024
Background Study: Previous systematic reviews concluded that online professional-learning communities (OPLCs) have positive effects on teachers' development, but explored neither the technological affordances that make this possible nor the potential negative impacts of technology use in OPLCs. Objectives: The aim of this study is to…
Descriptors: Communities of Practice, Faculty Development, Computer Mediated Communication, Technology Uses in Education
Biedermann, Daniel; Schneider, Jan; Drachsler, Hendrik – Journal of Computer Assisted Learning, 2021
Digital distractions can interfere with goal attainment and lead to undesirable habits that are hard to get red rid of. Various digital self-control interventions promise support to alleviate the negative impact of digital distractions. These interventions use different approaches, such as the blocking of apps and websites, goal setting, or…
Descriptors: Self Control, Intervention, Technology Uses in Education, Literature Reviews
Mize, Min; Park, Yujeong; Carter, Amanda – Journal of Computer Assisted Learning, 2022
Background: There have been several studies that involved technology-based self-monitoring procedures to increase on-task behavior. Although there are continued advancements in technology application such as functions that are embedded in the application (e.g., reinforcement, feedback), the appropriate use of technology is required to be…
Descriptors: Technology Uses in Education, Self Management, Student Behavior, Attention Control
Tianqi Huang; Zhenan Feng; Daniel Paes; Fei Ying; Xilei Zhao; Max Kinateder; E. R. Langer; Ruggiero Lovreglio – Journal of Computer Assisted Learning, 2025
Background: Wildfires have become increasingly frequent and destructive, highlighting the need for more effective public education on safety and preparedness. Gamification, the use of game design elements in non-game contexts, offers a promising strategy to enhance learner engagement and educational effectiveness compared to traditional methods.…
Descriptors: Natural Disasters, Fire Protection, Safety Education, Gamification
Fadda, Daniela; Pellegrini, Marta; Vivanet, Giuliano; Zandonella Callegher, Claudio – Journal of Computer Assisted Learning, 2022
Background: Motivation is an important factor in the learning process and supporting students' motivation in mathematics is a significant challenge for educators. Educational technologies, such as digital games, offer potential for engagement in mathematics learning activities. Objectives: To contrast the general decrement in student motivation in…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Student Motivation
Ran, Hua; Kim, Nam Ju; Secada, Walter G. – Journal of Computer Assisted Learning, 2022
Background: With the recent pivot to online instruction and/or to mixed online/face-to-face (i.e., hybrid) models of teaching necessitated by the novel coronavirus pandemic, the uses of technology to support instruction would seem to have great importance. Whereas effective integration of technology in mathematics classrooms requires recognition…
Descriptors: Elementary Secondary Education, Online Courses, Educational Technology, Blended Learning
Maor, D.; Mitchem, K. J. – Journal of Computer Assisted Learning, 2015
Children and youth who are hospitalized for a short or long term become socially isolated from their family, school and classmates. As their isolation increases, so does their vulnerability as a result of disrupted schooling. Research studies suggest different ways of using technologies to overcome this isolation and support children during this…
Descriptors: Hospitalized Children, Access to Education, Educational Technology, Technology Uses in Education
Girard, C.; Ecalle, J.; Magnan, A. – Journal of Computer Assisted Learning, 2013
Computer-assisted learning is known to be an effective tool for improving learning in both adults and children. Recent years have seen the emergence of the so-called "serious games (SGs)" that are flooding the educational games market. In this paper, the term "serious games" is used to refer to video games (VGs) intended to serve a useful purpose.…
Descriptors: Educational Games, Video Games, Meta Analysis, Learner Engagement

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