NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 4 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Jelena Jovanovic; Dragan Gaševic; Lixiang Yan; Graham Baker; Andrew Murray; Danijela Gasevic – Journal of Computer Assisted Learning, 2024
Background: Learner profiles detected from digital trace data are typically triangulated with survey data to explain those profiles based on learners' internal conditions (e.g., motivation). However, survey data are often analysed with limited consideration of the interconnected nature of learners' internal conditions. Objectives: Aiming to enable…
Descriptors: Psychological Patterns, Networks, Profiles, Learning Processes
Peer reviewed Peer reviewed
Direct linkDirect link
Esnaashari, Shadi; Gardner, Lesley A.; Arthanari, Tiru S.; Rehm, Michael – Journal of Computer Assisted Learning, 2023
Background: It is vital to understand students' Self-Regulatory Learning (SRL) processes, especially in Blended Learning (BL), when students need to be more autonomous in their learning process. In studying SRL, most researchers have followed a variable-oriented approach. Moreover, little has been known about the unfolding process of students' SRL…
Descriptors: Metacognition, Student Attitudes, Learning Strategies, Questionnaires
Peer reviewed Peer reviewed
Direct linkDirect link
Davis, K.; Sridharan, H.; Koepke, L.; Singh, S.; Boiko, R. – Journal of Computer Assisted Learning, 2018
The current study investigated college students' experiences of a gamified informatics course. We surveyed 139 students aged 18-31 years (M = 20 years, SD = 1.5) enrolled in an undergraduate informatics course focused on social networking technologies. Surveys were conducted at 3 time points during the course (beginning, middle, and end). Overall,…
Descriptors: Learner Engagement, Information Science Education, Undergraduate Students, Social Networks
Peer reviewed Peer reviewed
Direct linkDirect link
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