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Cao, Yang; Gong, Shao-Ying; Wang, Zhen; Cheng, Yang; Wang, Yan-Qing – Journal of Computer Assisted Learning, 2022
Background: As one of the gamification elements, leaderboard, especially absolute leaderboard, is widely used in educational gamification systems. However, empirical studies on the optimal use condition of the leaderboard and underlying influence mechanisms are deficient. Objectives: This study explored which difficulty was more conducive to…
Descriptors: Goal Orientation, Difficulty Level, Learning Motivation, Educational Games
Liujie Xu; Xuefei Zou; Yuxue Hou – Journal of Computer Assisted Learning, 2024
Background: Data literacy (DL) is vital for teachers, as it enables them to build on data and improve teaching and learning. Therefore, developing DL among pre-service teachers is critical. Objectives: The purpose of this study is threefold: to evaluate whether a feedback visualisation of peer assessment-based teaching approach (FVPA-based…
Descriptors: Statistics Education, Comparative Analysis, Preservice Teachers, Teacher Education Programs
Hüseyin Ates; Mustafa Köroglu – Journal of Computer Assisted Learning, 2024
Background: Online collaboration tools have been identified as potentially effective means for enhancing student learning, motivation, and engagement in science education. However, their effectiveness in improving science education outcomes among middle school students remains uncertain. Objectives: The study aimed to investigate the impact of…
Descriptors: Cooperative Learning, Comparative Analysis, Academic Achievement, Learner Engagement
Fatimah H. Aldeeb; Omar M. Sallabi; Monther M. Elaish; Gwo-Jen Hwang – Journal of Computer Assisted Learning, 2024
Background: This paper examines the use of augmented reality (AR) as a concept-association tool in schools, with the aim of enhancing primary school students' learning outcomes and engagement. Conflicting findings exist in previous studies regarding the cognitive load of AR-enriched learning, with some reporting reduced load and others indicating…
Descriptors: Artificial Intelligence, Computer Software, Teaching Methods, Learning Processes
Richter, Juliane; Lachner, Andreas; Jacob, Leonie; Bilgenroth, Friederike; Scheiter, Katharina – Journal of Computer Assisted Learning, 2022
Background: Engaging students in computer-assisted guided inquiry learning has great potential to scaffold their scientific understanding: Students are expected to improve their scientific problem-solving skills, and at the same time gain a deep conceptual understanding of the subject-matter. Additional generative activities such as creating video…
Descriptors: Self Concept, Problem Solving, Video Technology, Computer Assisted Instruction
Gao, Fei; Zhao, Na; Li, Xiumei – Journal of Computer Assisted Learning, 2020
This study was conducted to examine how a collaborative social annotation tool can be used to support collaborative learning in translation instruction for EFL students. Participants were 100 undergraduate students who were English majors in a southeast university in China. An experiment with crossover design was carried out to examine the…
Descriptors: Translation, Student Motivation, Student Attitudes, Cooperative Learning
Thai, Ngoc Thuy Thi; De Wever, Bram; Valcke, Martin – Journal of Computer Assisted Learning, 2020
This study compares four learning environments: face-to-face learning (F2F), fully e-learning (EL), blended learning (BL), and flipped classroom (FC) with respect to students' learning performance. Moreover, this present research studies changes in perceived flexibility, intrinsic motivation, self-efficacy beliefs of students, and the interaction…
Descriptors: Blended Learning, Teaching Methods, Comparative Analysis, Self Efficacy
Makransky, Guido; Borre-Gude, Stefan; Mayer, Richard E. – Journal of Computer Assisted Learning, 2019
The main objective of this study was to examine the effectiveness of immersive virtual reality (VR) as a medium for delivering laboratory safety training. We specifically compare an immersive VR simulation, a desktop VR simulation, and a conventional safety manual. The sample included 105 first year undergraduate engineering students (56 females).…
Descriptors: Computer Simulation, Self Efficacy, Learning Motivation, Comparative Analysis
Nikou, S. A.; Economides, A. A. – Journal of Computer Assisted Learning, 2018
Mobile-based micro-learning has gained a lot of attention lately, especially for work-based and corporate training. It combines features of mobile learning and micro-learning to deliver small learning units and short-term learning activities. The current study uses the lens of the Self-Determination Theory of motivation and proposes a series of…
Descriptors: High School Students, Learning Motivation, Personal Autonomy, Psychological Needs
Wu, Ting-Ting – Journal of Computer Assisted Learning, 2018
Memorizing English vocabulary is often considered uninteresting, and a lack of motivation exists during learning activities. Moreover, most vocabulary practice systems automatically select words from articles and do not provide integrated model methods for students. Therefore, this study constructed a mobile game-based English vocabulary practice…
Descriptors: Vocabulary Development, Learning Motivation, Telecommunications, Handheld Devices
Yang, C.; Chang, Y. -S. – Journal of Computer Assisted Learning, 2012
Blogs have been increasingly used to supplement traditional classroom lectures in higher education. This paper explores the use of blogs, and how student attitudes towards online peer interaction and peer learning, as well as motivation to learn from peers, may differ when using the blog comments feature, and when students are encouraged to read…
Descriptors: Portfolios (Background Materials), Undergraduate Students, Electronic Publishing, Academic Achievement
Suh, S.; Kim, S. W.; Kim, N. J. – Journal of Computer Assisted Learning, 2010
This study investigated the effectiveness of massive multiplayer online role-playing game (MMORPG)-based (massive multiplayer online role-playing game) instruction in elementary English education. The effectiveness of the MMORPG program was compared with face-to-face instruction and the independent variables (gender, prior knowledge, motivation…
Descriptors: Foreign Countries, Games, Prior Learning, Learning Motivation