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Minkai Wang; Di Zhang; Jingdong Zhu; Hanjie Gu – Journal of Educational Computing Research, 2025
Scientific knowledge is often abstract and challenging, making it difficult for students to apply these concepts effectively. Digital game-based learning (DGBL) offers an engaging and immersive approach, but the fixed resources and predetermined learning paths in most games limit its ability to adapt to individual learners' needs. Large language…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Academic Achievement
Koc-Januchta, Marta M.; Schönborn, Konrad J.; Tibell, Lena A. E.; Chaudhri, Vinay K.; Heller, H. Craig – Journal of Educational Computing Research, 2020
Applying artificial intelligence (AI) to support science learning is a prominent aspect of the digital education revolution. This study investigates students' interaction and learning with an AI book, which enables the inputting of questions and receiving of suggested questions to understand biology, in comparison with a traditional E-book.…
Descriptors: Artificial Intelligence, Textbook Content, Science Materials, Biology
Peer reviewedGallini, Joan K.; Zhang, Yu-Li – Journal of Educational Computing Research, 1997
Data collected for this study (n=88) of fourth- and fifth-grade students targeted the status of relationships among sociocognitive factors (confidence in writing, metacognition, academic motivation, and self-efficacy) with selected group dynamic features of task structure preference and audience awareness. Study and discussion of results are…
Descriptors: Cognitive Processes, Constructivism (Learning), Educational Environment, Grade 4

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