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Journal of Computer Assisted…153
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Showing 1 to 15 of 153 results Save | Export
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Jelle Wemmenhove; Dorina Bór; Rianne Conijn; Jim Portegies – Journal of Computer Assisted Learning, 2025
Background: Recently human-centred design plays an increasing role in learning analytics, however this approach is mostly lacking in the design and evaluation of Intelligent Tutoring Systems (ITSs). A potential way to incorporate human-centred design principles in ITS development is by adopting a service design approach. Objectives: This article…
Descriptors: Intelligent Tutoring Systems, Program Evaluation, Design, Stakeholders
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Liu, Ruying; Zhu, Runhe; Becerik-Gerber, Burcin; Lucas, Gale M.; Southers, Erroll G. – Journal of Computer Assisted Learning, 2023
Background: Video-based training has been widely adopted by private organizations and public authorities to educate occupants on various types of building emergencies. However, the effectiveness of video-based training for preparing occupants for building emergencies has not been rigorously studied nor has the impact of emergency type been…
Descriptors: Video Technology, Training, Program Effectiveness, Buildings
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Maria Priego-Ojeda; Gemma Filella-Guiu; Núria Pérez-Escoda – Journal of Computer Assisted Learning, 2025
Background: Video games can be innovative, educational and therapeutic tools that have demonstrated positive outcomes in enhancing emotional skills. Many of these programmes have shown benefits in improving children and adolescents' emotional competencies, but there is a lack of research evidence on programmes that aim to intervene within the…
Descriptors: Educational Games, Parent Education, Parent Attitudes, Emotional Experience
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Meehyun Yoon; Koun Choi; Seonghye Yoon; Il-Hyun Jo – Journal of Computer Assisted Learning, 2024
Background: Virtual reality (VR) is becoming increasingly accessible and being utilized in various organizations to meet education and training needs. Despite its potential, research regarding VR applications has focused on measuring the effectiveness of VR programs relative to non-VR programs; consequently, the ways in which VR programs are…
Descriptors: Computer Simulation, Training, Program Effectiveness, Training Methods
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Kairit Tammets; Kaire Kollom; Tobias Ley; Paula Joanna Sillat; Manisha Khulbe – Journal of Computer Assisted Learning, 2025
Background Study: Learning Analytics (LA) has emerged as a powerful tool for personalising learning, gaining insights into students' learning processes, and enhancing teachers' reflective practices and awareness. Over the past decades, extensive research has been conducted to understand the factors that play a crucial role in the adoption of…
Descriptors: Training, Instructional Design, Individual Characteristics, Intention
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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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Ma, Long; Lee, Chei Sian – Journal of Computer Assisted Learning, 2021
While the educational disruption caused by the COVID-19 pandemic underscores the importance of blended learning in higher education, research on the effectiveness of blended learning is still inconclusive. Drawing from the motivational design model of the ARCS (i.e., attention, relevance, confidence, and satisfaction), this study attempts to fill…
Descriptors: Blended Learning, Program Evaluation, Program Effectiveness, Attention
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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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Piia Näykki; Saara Pyykkönen; Jenni Latva-aho; Tuula Nousiainen; Emilia Ahlström; Tapio Toivanen – Journal of Computer Assisted Learning, 2024
Background: In recent years, the use of virtual reality (VR) environments for education has gained interest in research and education. However, little is known about the potential of social VR environments for collaborative learning. Objectives: This study explores pre-service teachers' (PSTs') collaborative learning and role-based drama activity,…
Descriptors: Computer Simulation, Cooperative Learning, Preservice Teachers, Drama
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Horiguchi, Tomoya; Hirashima, Tsukasa; Hayashi, Yusuke – Journal of Computer Assisted Learning, 2023
Background: In learning mechanics, students often believe that "force is exerted on moving objects." As this misconception called "motion implies a force" (MIF) is difficult to correct, various teaching methods have been proposed, such as showing refutational/explanatory text (Palmer & Flanagan, 1997; Takagaki, 2004),…
Descriptors: Scientific Concepts, Misconceptions, Concept Formation, Instructional Effectiveness
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Feng, Zhenan; González, Vicente A.; Mutch, Carol; Amor, Robert; Cabrera-Guerrero, Guillermo – Journal of Computer Assisted Learning, 2021
Children are vulnerable in earthquakes, but they are also essential to foster earthquake-resilient communities. It is critical to enhance the preparedness of children against earthquakes through effective education and training. Immersive virtual reality (IVR) and serious games (SGs) are innovative digital technologies that enable realistic and…
Descriptors: Computer Simulation, Educational Games, Seismology, Emergency Programs
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