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Ting-Ting Wu; Edi Sarwono; Yueh-Min Huang – Journal of Computer Assisted Learning, 2025
Background: Virtual laboratories are used to supplement or even replace physical laboratories in engineering education. Although these virtual laboratories allow students to learn foundational experimental skills, they do not provide the learners with the chance to develop higher-order thinking skills (HOTS). Computational thinking (CT) is an…
Descriptors: Computation, Thinking Skills, Computer Simulation, Laboratories
Qian Fu; Xinyi Zhou; Yafeng Zheng; Zhenyi Wang – Journal of Computer Assisted Learning, 2025
Background: Understanding algorithms is crucial for programming education, yet their abstract nature often challenges students. Algorithm visualisation (AV) has been proven effective in enhancing algorithmic thinking among university students. However, its efficacy for elementary school students and the optimal forms of AV tools remain unclear.…
Descriptors: Algorithms, Visualization, Elementary School Students, Learning Motivation
Zhihui Cai; Caiyan Liu; Jieni Zhan; Zhikeng Wang; Xin Hao; Si Zhang; Xinjie Chen – Journal of Computer Assisted Learning, 2025
Background: Attention has been paid to collaboration in digital game-based learning, as it fosters interaction and student engagement, thereby enhancing learning outcomes. Previous findings about the effect of collaboration in digital game-based learning were inconsistent, and few studies have explored the underlying mechanisms, particularly…
Descriptors: Cooperative Learning, Computer Games, Game Based Learning, Learning Experience
Jyun-Chen Chen; Chia-Yu Liu – Journal of Computer Assisted Learning, 2025
Background: Based on the embodied cognition perspective, interdisciplinary hands-on learning combines several disciplines, such as science, technology, engineering and mathematics (STEM), to improve students' capacity to solve real-world problems. Despite the popularity of interdisciplinary hands-on learning, particularly the six-phase 6E model,…
Descriptors: Interdisciplinary Approach, Experiential Learning, STEM Education, Problem Solving
Muhammad Ashraf Fauzi; Zuria Akmal Saad; Muhammad Ariff Aripin; Noraina Mazuin Sapuan – Journal of Computer Assisted Learning, 2025
Background Study: Gamification is an effective and interactive approach to engaging students in teaching and learning. As digital technology develops, higher education institutions (HEIs) must embrace and keep pace with gamification for interactive teaching and learning approaches. Objective: The purpose of this study is to review gamification in…
Descriptors: State of the Art Reviews, Gamification, Game Based Learning, Bibliometrics
Lars de Vreugd; Anouschka van Leeuwen; Marieke van der Schaaf – Journal of Computer Assisted Learning, 2025
Background: University students need to self-regulate but are sometimes incapable of doing so. Learning Analytics Dashboards (LADs) can support students' appraisal of study behaviour, from which goals can be set and performed. However, it is unclear how goal-setting and self-motivation within self-regulated learning elicits behaviour when using an…
Descriptors: Learning Analytics, Educational Technology, Goal Orientation, Learning Motivation
Xiaoli Hu – Journal of Computer Assisted Learning, 2025
Introduction: Social media has become an effective instrument to enhance adolescents' knowledge-gaining experiences, even in language acquisition. The mechanisms of interactive feedback in such sites can affect motivation and engagement, especially if looked at through the lens of Self-Determination Theory, which highlights the role of competence,…
Descriptors: Social Media, Adolescents, English (Second Language), Second Language Learning
Carl Boel; Tijs Rotsaert; Martin Valcke; Tammy Schellens – Journal of Computer Assisted Learning, 2025
Background: As immersive virtual reality (IVR) is increasingly being used by teachers worldwide, it becomes pressing to investigate how this technology can foster learning processes. Several authors have pointed to this need, as results on the effectiveness of IVR for learning are still inconclusive. Objectives: To address this gap, we first…
Descriptors: Artificial Intelligence, Computer Simulation, Learning Strategies, Middle School Students
Chih-Chung Lin; Tzu-Hsuan Lin; Chi-Kay Tang – Journal of Computer Assisted Learning, 2025
Background: The integration of generative artificial intelligence (Gen-AI) into second language (L2) education has opened new possibilities for personalized and adaptive instruction. While Gen-AI has shown promise in supporting language production skills, its application in reading, particularly in pre-reading scaffolding, remains underexplored.…
Descriptors: Reading Comprehension, English (Second Language), Second Language Learning, College Freshmen
Faruk Arici; Rabia Meryem Yilmaz – Journal of Computer Assisted Learning, 2025
Background: Inquiry-based learning (IbL) has significantly contributed to science education, and this impact can be enhanced with technology. Augmented Reality (AR) offers 3D visualisation and interactive experiences, whereas Video-based Learning (VbL) provides narratives with visual and audio support. Both methods aid students in exploring,…
Descriptors: Simulated Environment, Computer Simulation, Video Technology, Inquiry
Jia Li; Novera Roihan; Matthew McGravey – Journal of Computer Assisted Learning, 2025
Background: Online learning has become a popular form of education. Prior to the COVID-19 pandemic, online learning was mainly associated with higher education, with an incremental growth at the K-12 level. The pandemic changed this situation rapidly. Online instruction has been increasingly integrated into secondary schools and has significantly…
Descriptors: High School Students, Student Attitudes, Electronic Learning, Student Experience

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