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Norfarizah Mohd Bakhir; SiBo Zhou; Shu Chen; Zhou Tianlong – Journal of Educational Computing Research, 2025
This study investigates the effectiveness of digital games in arts education for learning art knowledge and enhancing art interest. Art knowledge includes the topics of art history, production, esthetics, and art criticism. A quasi-experimental approach was used in this study. A 1-month course on arts education digital games was conducted with 40…
Descriptors: College Students, Art Education, Art Appreciation, Art Criticism
Angxuan Chen; Jiyou Jia; Yuzhen Li; Lingyu Fu – Journal of Educational Computing Research, 2025
Role-play activities are considered a useful instructional design in enhancing the speaking performance of foreign language learners. However, in the traditional classroom context, learners may not readily have access to interlocutors for role-play activities. In this study, we proposed a designed method that integrated the GenAI agent into…
Descriptors: Foreign Countries, College Students, English (Second Language), Second Language Instruction
Hanieh Shafiee Rad; Ali Roohani – Journal of Educational Computing Research, 2025
This study investigates the efficacy of task-based chatbots in enhancing speaking skills and shaping the attitudes toward language learning of L2 learners while fostering a translanguaging space. The research employs a mixed-methods approach through quantitative and qualitative data collection methods. A sample of 80 L2 learners participated in…
Descriptors: Artificial Intelligence, Technology Uses in Education, Computer Mediated Communication, Second Language Learning
Ying-Lien Lin; Wei-Tsong Wang – Journal of Educational Computing Research, 2025
Virtual-reality business simulation games (VRBSGs) have garnered attention in management education. However, investigating the design of efficient VRBSGs from an integrated perspective of social cognitive, self-determination, and cognitive load theories is crucial but under-addressed. Therefore, this study developed a VRBSG learning system to…
Descriptors: Undergraduate Students, Business Education, Computer Simulation, Game Based Learning
Purgina, Marina; Mozgovoy, Maxim; Blake, John – Journal of Educational Computing Research, 2020
Gamification of language learning is a clear trend of recent years. Widespread use of smartphones and the rise of mobile gaming as a popular leisure activity contribute to the popularity of gamification, as application developers can rely on an unprecedented reach of their products and expect acceptance of game-like elements by the users. In terms…
Descriptors: Computer Games, Computer Simulation, Grammar, Computer Software
Lijuan Feng – Journal of Educational Computing Research, 2025
This study investigates the impact of AI-assisted language learning (AIAL) strategies on cognitive load and learning outcomes in the context of language acquisition. Specifically, the study explores three distinct AIAL strategies: personalized feedback and adaptive learning, interactive exercises with speech recognition, and intelligent tutoring…
Descriptors: Artificial Intelligence, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
Verma, Vipin; Craig, Scotty D.; Levy, Roy; Bansal, Ajay; Amresh, Ashish – Journal of Educational Computing Research, 2022
Detection and responding to a player's affect are important for serious games. A method for this purpose was tested within Chem-o-crypt, a game that teaches chemical equation balancing. The game automatically detects boredom, flow, and frustration using the Affdex SDK from Affectiva. The sensed affective state is then used to adapt the game play…
Descriptors: Psychological Patterns, Game Based Learning, Media Adaptation, Learner Engagement
MacLeod, Jason; Yang, Harrison Hao; Zhu, Sha; Shi, Yinghui – Journal of Educational Computing Research, 2018
In an effort to address student engagement challenges, much research has explored student-to-student connected classroom climate (CCC). Research positively associates CCC to the benefits of student integration, learning, and retention in face-to-face environments. However, few studies have examined CCC in computer-mediated environments. This study…
Descriptors: Classroom Environment, Computer Networks, Computer Software, Computer Mediated Communication
Mohsen, Mohammed Ali – Journal of Educational Computing Research, 2022
Written corrective feedback for improving L2 writing skills has been a debatable issue for more than two decades. The aims of this meta-analysis are to (1) provide a quantitative measure of the effect of computer-generated written feedback for improving L2 writing skills and (2) verify how moderators (i.e., adopted technology, task types, and…
Descriptors: Computer Assisted Instruction, Teaching Methods, Second Language Learning, Second Language Instruction
Chen, Binbin; Bao, Lina; Zhang, Rui; Zhang, Jingyu; Liu, Feng; Wang, Shuai; Li, Mingjiang – Journal of Educational Computing Research, 2024
Language learning has increasingly benefited from Computer-Assisted Language Learning (CALL) technologies, especially with Artificial Intelligence involved in recent years. CALL in writing learning acknowledged as the core of language learning is being realized by technologies like Automated Writing Evaluation (AWE), and Automated Essay Scoring…
Descriptors: Computer Assisted Instruction, English (Second Language), Second Language Learning, Writing Instruction
Zhai, Na; Ma, Xiaomei – Journal of Educational Computing Research, 2023
Automated writing evaluation (AWE) has been frequently used to provide feedback on student writing. Many empirical studies have examined the effectiveness of AWE on writing quality, but the results were inconclusive. Thus, the magnitude of AWE's overall effect and factors influencing its effectiveness across studies remained unclear. This study…
Descriptors: Writing Evaluation, Feedback (Response), Meta Analysis, English (Second Language)
Pando Cerra, Pablo; Fernández Álvarez, Humberto; Busto Parra, Bernardo; Iglesias Cordera, Paula – Journal of Educational Computing Research, 2022
Game-Based Learning (GBL) is increasingly widespread as a learning technique in the engineering studies. However, this innovative methodology may be difficult to incorporate in some subjects due to their complex contents. This paper aims at combining traditional learning methodologies with game mechanics by using an ad-hoc gaming web environment…
Descriptors: Academic Achievement, Game Based Learning, Information Technology, Teaching Methods
Ruzhang Cheng – Journal of Educational Computing Research, 2025
This research examines the impact of online help-seeking strategies--both adaptive and peer-based--on promoting self-regulated and collaborative learning skills, as well as language learning outcomes, among Chinese EFL learners in computer-assisted language learning (CALL) environments. Employing a mixed-methods approach, the study triangulates…
Descriptors: Help Seeking, English (Second Language), Second Language Learning, Electronic Learning
Xing, Wanli; Li, Chenglu; Chen, Guanhua; Huang, Xudong; Chao, Jie; Massicotte, Joyce; Xie, Charles – Journal of Educational Computing Research, 2021
Integrating engineering design into K-12 curricula is increasingly important as engineering has been incorporated into many STEM education standards. However, the ill-structured and open-ended nature of engineering design makes it difficult for an instructor to keep track of the design processes of all students simultaneously and provide…
Descriptors: Engineering Education, Design, Feedback (Response), Student Evaluation
Ecalle, Jean; Vidalenc, Jean-Luc; Ballet, Carine; Magnan, Annie – Journal of Educational Computing Research, 2020
Fundamental research has indicated that (a) difficulties in reading are linked to a deficit in phonemic awareness and word reading and (b) in French, decoding and word reading are based on the syllable as a functional unit. A software program involving two tasks, namely, phonemic discrimination and grapho-syllabic segmentation, was proposed to…
Descriptors: Computer Software, Reading Difficulties, Phonemic Awareness, Syllables

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