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Kun Huang; Ching-Huei Chen – Journal of Computer Assisted Learning, 2025
Background: Digital game-based learning (DGBL) has shown promise in enhancing learning and motivation, with appropriate scaffolding playing a crucial role in facilitating student inquiries and knowledge acquisition through science games. While scaffolding is generally effective in promoting learning in DGBL, there is variability among different…
Descriptors: Video Technology, Educational Technology, Artificial Intelligence, Computer Mediated Communication
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Nash, Padraig; Shaffer, David Williamson – Journal of Computer Assisted Learning, 2011
Players of epistemic games--computer games that simulate professional practica--have been shown to develop epistemic frames: a profession's particular way of seeing and solving problems. This study examined the interactions between players and mentors in one epistemic game, Urban Science. Using a new method called epistemic network analysis, we…
Descriptors: Mentors, Network Analysis, Practicums, Problem Solving
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Niedderer, H.; And Others – Journal of Computer Assisted Learning, 1991
Described is how an iconic model building software can be used to help students gain a deeper qualitative conceptual understanding of physics concepts. The program, STELLA, links research about misconceptions and new teaching strategies with the use of modern information technology tools. (31 references) (KR)
Descriptors: Computer Assisted Instruction, Concept Formation, Learning Strategies, Misconceptions