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Rao, Dhawaleswar C. H.; Saha, Sujan Kumar – Journal of Educational Computing Research, 2019
Immersive learning is one of the leading trends in education. Immersive learning uses a simulated or artificial environment for a better learning experience. Design of intelligent learning platform and motivating content development is one key aspect of immersive learning. In this article, we propose an intelligent computer-assisted learning…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Computer Assisted Instruction
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
Quan, Guolong; Gu, Xiaoqing – Journal of Educational Computing Research, 2018
Recent studies have demonstrated the integration of visualization technology to support collaboration and stimulate learning performance. The use of visualization tools during the collaborative activities of international students is a worthy topic for further exploration. Based on grounded and activity theories, this research uses observation and…
Descriptors: Visualization, Cross Cultural Training, Cooperative Learning, Computer Assisted Instruction
Lin, Lijia; Atkinson, Robert K. – Journal of Educational Computing Research, 2013
The purpose of the two experiments was to investigate the potential effects of different types of visualizations and self-explanation prompts on learning human cardiovascular system in a multimedia environment. In Experiments 1 and 2, 70 and 44 college students were randomly assigned to one of the four conditions in a 2 × 2 factorial design with…
Descriptors: Educational Experiments, Visualization, Prompting, Human Body

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