NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 6 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Hong, Jon-Chao; Hwang, Ming-Yueh; Chen, Mei-Syuan; Tai, Kai-Hsin – Journal of Educational Computing Research, 2021
In line with the attention-to-affect model, this study employed a game that encompasses Gestalt perception to explore how extraneous cognitive load (ECL) and gameplay anxiety correlate with attitude towards exploitative learning and attitude towards explorative learning as students play the Visual-Saliency game (VSG) with images of artworks. The…
Descriptors: Difficulty Level, Cognitive Processes, Anxiety, Correlation
Peer reviewed Peer reviewed
Direct linkDirect link
Tomara, Marina; Gouscos, Dimitris – Journal of Educational Computing Research, 2019
In this work, we describe an educational approach based on augmented reality (AR) and mobile technology that has been developed with the aim to engage students in a learning procedure regarding the electric forces as well as Coulomb's Law. Initially, we present the AR learning environment and we explain its design principles with respect to the…
Descriptors: Computer Simulation, Simulated Environment, Handheld Devices, Science Education
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
Direct linkDirect link
Ha, Oai; Fang, Ning – Journal of Educational Computing Research, 2018
An innovative educational technology called interactive virtual and physical manipulatives (VPM) is developed to improve students' spatial skills. With VPM technology, not only can students touch and play with real-world physical manipulatives in their hands but also they can see how the corresponding virtual manipulatives (i.e., computer…
Descriptors: Spatial Ability, Manipulative Materials, Educational Technology, Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Šafhalter, Andrej; Vukman, Karin Bakracevic; Glodež, Srecko – Journal of Educational Computing Research, 2016
The aim of this research was to establish whether gender and age have an impact on spatial reasoning and its development through the use of 3D modeling. The study was conducted on a sample of 196 children from sixth to ninth grade, of whom 95 represented the experimental group and 101 the control group. The experimental group received 3D modeling…
Descriptors: Spatial Ability, Visual Perception, Models, Visualization
Peer reviewed Peer reviewed
Smith, Philip A.; Webb, Geoffrey I. – Journal of Educational Computing Research, 2000
Describes "Glass-box Interpreter" a low-level program visualization tool called Bradman designed to provide a conceptual model of C program execution for novice programmers and makes visible aspects of the programming process normally hidden from the user. Presents an experiment that tests the efficacy of Bradman, and provides…
Descriptors: Computer Assisted Instruction, Computer Oriented Programs, Computer Simulation, Computer Software Development