Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 3 |
| Since 2007 (last 20 years) | 3 |
Descriptor
| Cognitive Processes | 3 |
| Comparative Analysis | 3 |
| Correlation | 2 |
| Foreign Countries | 2 |
| Learning Processes | 2 |
| Outcomes of Education | 2 |
| Scores | 2 |
| Achievement Gains | 1 |
| Affective Behavior | 1 |
| Cognitive Ability | 1 |
| Cognitive Mapping | 1 |
| More ▼ | |
Source
| IEEE Transactions on Learning… | 3 |
Author
| Bo Jiang | 1 |
| Huang, Yueh-Min | 1 |
| Hwang, Wu-Yuin | 1 |
| Ketamo, Harri | 1 |
| Kiili, Kristian | 1 |
| Liu, Tzu-Yu | 1 |
| Shadiev, Rustam | 1 |
| Yuang Wei | 1 |
Publication Type
| Journal Articles | 3 |
| Reports - Research | 3 |
Education Level
| Grade 6 | 1 |
| Junior High Schools | 1 |
| Middle Schools | 1 |
| Secondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Yuang Wei; Bo Jiang – IEEE Transactions on Learning Technologies, 2024
Understanding student cognitive states is essential for assessing human learning. The deep neural networks (DNN)-inspired cognitive state prediction method improved prediction performance significantly; however, the lack of explainability with DNNs and the unitary scoring approach fail to reveal the factors influencing human learning. Identifying…
Descriptors: Cognitive Mapping, Models, Prediction, Short Term Memory
Kiili, Kristian; Ketamo, Harri – IEEE Transactions on Learning Technologies, 2018
Even though digital learning games have become common in education, relatively little is known about the usefulness of game-based assessment. This paper aims to explore if a game-based math test can provide added value to math education with respect to cognitive and affective outcomes. We used in-game measures, embedded in the game called Semideus…
Descriptors: Mathematics Tests, Outcomes of Education, Fractions, Grade 6
Shadiev, Rustam; Hwang, Wu-Yuin; Huang, Yueh-Min; Liu, Tzu-Yu – IEEE Transactions on Learning Technologies, 2017
For this study, we designed learning activities in which students applied newly acquired knowledge to solve meaningful daily life problems in their local community--a real, familiar, and relevant environment for students. For example, students learned about signs and rules in class and then applied this new knowledge to create their own rules for…
Descriptors: English (Second Language), Second Language Learning, Junior High School Students, Dictionaries

Peer reviewed
Direct link
