NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 4 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Ata, Ridvan; Yildirim, Kasim – Journal of Educational Multimedia and Hypermedia, 2020
The study first aimed to reveal self-reported computational thinking and new media literacy skill levels of first-year engineering students with various demographics such as gender, departments, and internet use frequency. It was then aimed to test whether there is a significant relation between computational skills and new media literacy skills.…
Descriptors: Foreign Countries, College Freshmen, Critical Thinking, Media Literacy
Peer reviewed Peer reviewed
Direct linkDirect link
Jakubowski, Maciej; Patrinos, Harry Anthony; Porta, Emilio Ernesto; Wisniewski, Jerzy – Education Economics, 2016
Delaying tracking, extending students' exposure to a general academic education and increasing their time on task on basic competences (reading, mathematics) could improve academic outcomes. To test the hypothesis that delayed vocational streaming improves academic outcomes, this paper analyzes Poland's significant improvements in international…
Descriptors: Foreign Countries, Track System (Education), Secondary School Students, Educational Change
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Kovanovic, Vitomir; Gaševic, Dragan; Dawson, Shane; Joksimovic, Srecko; Baker, Ryan S.; Hatala, Marek – Journal of Learning Analytics, 2015
With widespread adoption of Learning Management Systems (LMS) and other learning technology, large amounts of data--commonly known as trace data--are readily accessible to researchers. Trace data has been extensively used to calculate time that students spend on different learning activities--typically referred to as time-on-task. These measures…
Descriptors: Time on Task, Computation, Validity, Data Analysis
Peer reviewed Peer reviewed
Direct linkDirect link
Ghergulescu, Ioana; Muntean, Cristina Hava – International Journal of Artificial Intelligence in Education, 2016
Engagement influences participation, progression and retention in game-based e-learning (GBeL). Therefore, GBeL systems should engage the players in order to support them to maximize their learning outcomes, and provide the players with adequate feedback to maintain their motivation. Innovative engagement monitoring solutions based on players'…
Descriptors: Case Studies, Questionnaires, Electronic Learning, Educational Games