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Showing 1 to 15 of 106 results Save | Export
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Purgina, Marina; Mozgovoy, Maxim; Blake, John – Journal of Educational Computing Research, 2020
Gamification of language learning is a clear trend of recent years. Widespread use of smartphones and the rise of mobile gaming as a popular leisure activity contribute to the popularity of gamification, as application developers can rely on an unprecedented reach of their products and expect acceptance of game-like elements by the users. In terms…
Descriptors: Computer Games, Computer Simulation, Grammar, Computer Software
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Aguilar, Jose; Cordero, Jorge; Buendía, Omar – Journal of Educational Computing Research, 2018
In this article, we propose the concept of "Autonomic Cycle Of Learning Analysis Tasks" (ACOLAT), which defines a set of tasks of learning analysis, whose objective is to improve the learning process. The data analysis has become a fundamental area for the knowledge discovery from data extracted from different sources. In the autonomic…
Descriptors: Data Analysis, Learning Processes, Decision Making, Instructional Improvement
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Neofytou, Chrystalla; Hadzilacos, Thanasis – Journal of Educational Computing Research, 2018
Viewing its use in language teaching mainly as a text corpus, this article examines the problem of the assessment of suitability of this material for use in the Greek language course in Cyprus schooling. The suitability of texts for use in language teaching is defined by four parameters, which are described in detail in this article: text…
Descriptors: Greek, Usability, Computational Linguistics, Foreign Countries
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Zendler, Andreas; Seitz, Cornelia; Klaudt, Dieter – Journal of Educational Computing Research, 2016
A process model ("cpm.4.CSE") is introduced that allows the development of competence models in computer science education related to curricular requirements. It includes eight subprocesses: (a) determine competence concept, (b) determine competence areas, (c) identify computer science concepts, (d) assign competence dimensions to…
Descriptors: Competency Based Education, Models, Computer Science Education, Curriculum Development
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Amenyo, John-Thones – Journal of Educational Computing Research, 2012
Carefully engineered playable games can serve as vehicles for students and practitioners to learn and explore the programming of advanced computer architectures to execute applications, such as high performance computing (HPC) and complex, inter-networked, distributed systems. The article presents families of playable games that are grounded in…
Descriptors: Educational Games, Computer Games, Computer Uses in Education, Programming
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Ramirez-Arellano, Aldo; Bory-Reyes, Juan; Hernández-Simón, Luis Manuel – Journal of Educational Computing Research, 2017
The main goal of this article is to develop a Management System for Merging Learning Objects (msMLO), which offers an approach that retrieves learning objects (LOs) based on students' learning styles and term-based queries, which produces a new outcome with a better score. The msMLO faces the task of retrieving LOs via two steps: The first step…
Descriptors: Cognitive Style, Computer Science Education, Management Systems, Educational Resources
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Veletsianos, George; Miller, Charles; Doering, Aaron – Journal of Educational Computing Research, 2009
Conflicts occur when learners interact with pedagogical agents and virtual characters. Such conflicts--arising from technological limitations, psychosocial perceptions, and pedagogical inadequacies--hinder communication and interaction between virtual characters and learners, and impede successful engagement with learning tasks and experiences. To…
Descriptors: Electronic Learning, Interaction, Conflict, Guidelines
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Hinvest, Neal; Brosnan, Mark – Journal of Educational Computing Research, 2012
Information Communication Technology (ICT) is established within the education systems of most of the industrialized world, across the curriculum and across all ages. Learners, especially younger cohorts, are highly motivated to use ICT within their learning due to their familiarity with technology. However, before integrating any technology into…
Descriptors: Addictive Behavior, Computer Uses in Education, Video Games, Technology Integration
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Hannig, Andreas; Lemos, Martin; Spreckelsen, Cord; Ohnesorge-Radtke, Ulla; Rafai, Nicole – Journal of Educational Computing Research, 2013
The training of motor skills is a crucial aspect of medical education today. Serious games and haptic virtual simulations have been used in the training of surgical procedures. Otherwise, however, a combination of serious games and motor skills training is rarely used in medical education. This article presents Skills-O-Mat, an interactive serious…
Descriptors: Foreign Countries, Dentistry, Medical Education, Computer Games
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Mozgovoy, Maxim; Kakkonen, Tuomo; Cosma, Georgina – Journal of Educational Computing Research, 2010
The availability and use of computers in teaching has seen an increase in the rate of plagiarism among students because of the wide availability of electronic texts online. While computer tools that have appeared in recent years are capable of detecting simple forms of plagiarism, such as copy-paste, a number of recent research studies devoted to…
Descriptors: Plagiarism, Alphabets, Internet, Ethics
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Knauf, Rainer; Sakurai, Yoshitaka; Tsuruta, Setsuo; Jantke, Klaus P. – Journal of Educational Computing Research, 2010
University education often suffers from a lack of an explicit and adaptable didactic design. Students complain about the insufficient adaptability to the learners' needs. Learning content and services need to reach their audience according to their different prerequisites, needs, and different learning styles and conditions. A way to overcome such…
Descriptors: Prerequisites, College Instruction, Educational Experiments, Cognitive Style
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Benton-Borghi, Beatrice Hope – Journal of Educational Computing Research, 2013
This article challenges educational computing researchers and teacher educators to consider a merger between universal design for learning and technological pedagogical content knowledge to create a practitioners' model to prepare teachers to graduate with the knowledge, skills, and dispositions needed to teach the full spectrum of learners.…
Descriptors: Assistive Technology, Access to Education, Preservice Teacher Education, Pedagogical Content Knowledge
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Panero, Jan C.; Lane, David M.; Napier, H. Albert – Journal of Educational Computing Research, 1997
The Computer Use Scale (CUS) measures how people use computers across four dimensions: Enthusiasm, Entertainment, Efficiency, and Communication. The scale was found to be reliable and was able to detect differences among various classes of users. Applications of the scale to computer training, software design, and job placement are discussed.…
Descriptors: Computer Attitudes, Computer Literacy, Computer Mediated Communication, Computer Software Development
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Norris, Cathleen; Soloway, Elliot – Journal of Educational Computing Research, 2004
While appropriate as an initial focus, it is time that the educational community move beyond an emphasis on 1:1 computing (each child having his/her own personal computer) to a vision of a handheld-centric classroom, where each child not only has his/her own personal, handheld computer, but also has access to networked PCs, probeware, digital…
Descriptors: Computers, Computer Uses in Education, Technology Integration
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Fitzgerald, Gail E.; Hardin, Laura; Hollingsead, Candice – Journal of Educational Computing Research, 1997
Presents methods and outcomes of a semester-long course involving cooperative hypermedia authoring and instructional strategies for preservice teachers. Posttest findings revealed that participants showed a decrease in computer anxiety through their involvement in the course, and the lowest levels of anxiety were associated with graduate rank and…
Descriptors: Authoring Aids (Programming), Computer Anxiety, Computer Assisted Instruction, Computer Literacy
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