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Lihui Sun; Junjie Liu – Journal of Educational Computing Research, 2024
Computational thinking (CT), as a new future-oriented literacy, has gained attention at the basic education level. Graphical programming is the common way to develop CT in primary students, but this drag-and-drop programming may weaken students' understanding of programming's abstract concepts and code logic. Text-based programming approaches can…
Descriptors: Thinking Skills, Computation, Programming, Gamification
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
Abrar H. Alsofyani; Amal M. Barzanji – Journal of Educational Computing Research, 2025
Corrective feedback plays a critical role in enhancing writing skills among English as a Foreign Language (EFL) learners, but large class sizes often hinder the provision of personalized feedback. Generative AI tools such as ChatGPT have emerged as promising solutions that offer immediate and individualized feedback for writing. This study…
Descriptors: Feedback (Response), Artificial Intelligence, English (Second Language), Second Language Learning
Wang, Yi-Hsuan – Journal of Educational Computing Research, 2023
The study aimed to examine the learning effects of integrating various game elements into game-based learning materials to enhance learning for learners of different age groups. Two sets of game-based music learning materials were designed. The version with full game characteristics was developed with a narrative story, diverse game behaviors, and…
Descriptors: Gamification, Game Based Learning, Music Education, Program Effectiveness
Eden, Sigal; Shmila, Livnat – Journal of Educational Computing Research, 2023
The study investigates the effect of hybrid technology (HT), which combine physical objects and virtual effects, on learning receptive-vocabulary in English as a foreign-language (EFL) among students with dyslexia. Participants included 106 students aged 9-12. The students with dyslexia were randomly divided into intervention groups that used…
Descriptors: Educational Technology, Blended Learning, Receptive Language, Vocabulary Development
Toukiloglou, Pavlos; Xinogalos, Stelios – Journal of Educational Computing Research, 2022
Serious games are considered an effective method to engage students in programming education and have been increasingly used in classrooms. An important part of the learning process with serious games involves the presentation of the new concepts and the provided support to encounter student difficulties. Although the most common approach is the…
Descriptors: Game Based Learning, Programming, Program Effectiveness, Educational Games
Wang, Xiao-Ming; Wang, Shi-Man; Wang, Jia-Ni; Hwang, Gwo-Jen; Xu, Su – Journal of Educational Computing Research, 2023
At present, environmental issues are of concern to all countries, especially for developing countries, and education on waste sorting is urgent. However, it remains a challenge to improve students' learning achievement and engagement in environmental education. Researchers have pointed out the potential of digital games for promoting students'…
Descriptors: Environmental Education, Game Based Learning, Video Games, Program Effectiveness
Brainin, Einat; Shamir, Adina; Eden, Sigal – Journal of Educational Computing Research, 2022
Spatial language and ability play important roles in children's cognitive development. Spatial ability in kindergarten predicts achievement in reading, math, science, and technology in primary school and therefore constitutes an important skill set in preparation for school entrance. Good spatial thinking skills are required for learning in…
Descriptors: Spatial Ability, Child Development, Cognitive Development, Preschool Children
Weipeng Yang – Journal of Educational Computing Research, 2024
Computational Thinking (CT) is essential for developing creativity, problem-solving, and digital competence in the 21st century. Coding tools like robotic toys and tablet apps have become popular in early childhood education to support CT development, but there is a debate on which tool is more effective. Little evidence exists on the effect of…
Descriptors: Coding, Preschool Children, Computation, Thinking Skills
Gao, Xuemin; Hew, Khe Foon – Journal of Educational Computing Research, 2022
Computational thinking (CT) has attracted significant interest among many educators around the globe. Despite this growing interest, research on CT and programming education in elementary school remains at an initial stage. Many relevant studies have adopted only one type of method to assess students' CT, which may lead to an incomplete view of…
Descriptors: Thinking Skills, Computation, Flipped Classroom, Elementary School Students
David, Daniel O.; Costescu, Cristina A.; Matu, Silviu; Szentagotai, Aurora; Dobrean, Anca – Journal of Educational Computing Research, 2020
Among social skills that are core symptoms of autism spectrum disorder, turn-taking plays a fundamental role in regulating social interaction and communication. Our main focus in this study is to investigate the effectiveness of a robot-enhanced intervention on turn-taking abilities. We aim to identify to what degree social robots can improve…
Descriptors: Robotics, Autism, Pervasive Developmental Disorders, Intervention
Cheng, Mengmeng; Su, Chien-Yuan; Kinshuk – Journal of Educational Computing Research, 2021
Integrating science learning with game experience and physical manipulatives not only overcomes the rigidity of traditional teaching, but also makes the learning experience pleasant for students and improves their science inquiry ability. Today, with the popularization of mobile devices and technology, both the value and feasibility of gamified…
Descriptors: Junior High School Students, Educational Technology, Technology Uses in Education, Handheld Devices
Brom, Cyril; Stárková, Tereza; Bromová, Edita; Dechterenko, Filip – Journal of Educational Computing Research, 2019
Despite the increased interest in gamification approaches, there is a lack of comparative studies that shed light on the applicability of these approaches in educational contexts. In this explorative study, with an experimental design, university learners (N = 98) studied a complex process (i.e., how to brew beer) in a 2-hour-long computerized…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Computer Simulation
Hou, Huei-Tse; Yu, Tsai-Fang; Chiang, Fong-Dai; Lin, Yi-Hui; Chang, Kuo-En; Kuo, Chih-Chen – Journal of Educational Computing Research, 2020
Blogs are useful interaction tools to promote learners' knowledge construction and interaction in online teaching activities. On the other hand, although many studies show that mindtools facilitate learners' cognitive process, little research focus on their effects on learners' higher order cognitive thinking in blogs. This research developed a…
Descriptors: Electronic Publishing, Web Sites, Cognitive Processes, Thinking Skills
Liu, Ming-Chi; Huang, Yueh-Min; Chien, Yu-Cheng – Journal of Educational Computing Research, 2019
The recording of words in a vocabulary notebook is regarded as a plausible and efficient method for learners, since they can organize and manage the individual words they wish to acquire. The wide appeal of portable computers has resulted in a rapid increase in taking notes via computers across college campuses. Although computers can increase…
Descriptors: Vocabulary Development, Teaching Methods, Notetaking, Computer Uses in Education

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