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Hans G. K. Hummel; Rob Nadolski; Hugo Huurdeman; Giel van Lankveld; Konstantinos Georgiadis; Aad Slootmaker; Hub Kurvers; Mick Hummel; Petra Neessen; Johan van den Boomen; Ron Pat-El; Julia Fischmann – Journal of Computer Assisted Learning, 2024
Background: Complex skills, like analytical thinking, are essential in preparing students for future professions. Serious games hold potential to stimulate the online acquisition of such professional skills in an active and experiential way. Objective: Rubrics are proven assessment and evaluation instruments, but were never directly integrated…
Descriptors: Game Based Learning, Scoring Rubrics, Educational Games, Computer Simulation
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Zeng-Wei Hong; Che-Lun Liang; Ming-Chi Liu – Journal of Computer Assisted Learning, 2025
Background: Online video-based learning often leads to fatigue, which detracts from engagement and learning outcomes. Previous studies have examined monitoring mental states like attention through electroencephalography (EEG) headsets, but limitations such as high costs, discomfort, and limited scalability persist. Objectives: This study evaluates…
Descriptors: Technology Uses in Education, Electronic Learning, Video Technology, Fatigue (Biology)
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Jiahong Su; Weipeng Yang; Iris Heung Yue Yim; Hui Li; Xiao Hu – Journal of Computer Assisted Learning, 2024
Background: While the integration of robot-based learning in early childhood education has gained increasing attention in recent years, there is still a lack of evidence regarding the impact of AI robots on young children's learning. Objectives: The study explored the effectiveness of two AI education approaches in advancing kindergarteners'…
Descriptors: Early Childhood Education, Artificial Intelligence, Kindergarten, Program Effectiveness
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Verwimp, Cara; Snellings, Patrick; Wiers, Reinout W.; Tijms, Jurgen – Journal of Computer Assisted Learning, 2023
Background: Learning which letters correspond to which speech sounds is fundamental for learning to read. Based on previous experimental studies, we developed a serious game aiming to boost letter-speech sound (L-SS) correspondences in a motivational game environment. Objectives: The goal of this study was to determine the efficacy of this game in…
Descriptors: Phoneme Grapheme Correspondence, Reading Instruction, Game Based Learning, Program Effectiveness
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Biedermann, Daniel; Schneider, Jan; Drachsler, Hendrik – Journal of Computer Assisted Learning, 2021
Digital distractions can interfere with goal attainment and lead to undesirable habits that are hard to get red rid of. Various digital self-control interventions promise support to alleviate the negative impact of digital distractions. These interventions use different approaches, such as the blocking of apps and websites, goal setting, or…
Descriptors: Self Control, Intervention, Technology Uses in Education, Literature Reviews
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Li, Wanyi; Yang, Weipeng – Journal of Computer Assisted Learning, 2023
Background: Computational thinking (CT) has become a crucial skill for individuals in the 21st century, and while more educators are starting to recognize the importance of CT education, there is still a lack of research on how to teach young children CT, particularly outside of traditional school settings. Objectives: To fill the gap in…
Descriptors: Computation, Thinking Skills, Program Effectiveness, Parent Education
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Janina Heb; Panagiotis Karageorgos; Bettina Müller; Anna Riedmann; Philipp Schaper; Birgit Lugrin; Tobias Richter – Journal of Computer Assisted Learning, 2024
Background: Children with low reading skills are less frequently engaged in reading activities and therefore the likelihood of improving their reading skills decreases. Digital game-based interventions have emerged as a promising tool for promoting reading development in children, particularly those with reading difficulties. As syllable-based…
Descriptors: Reading Skills, Reading Difficulties, Educational Technology, Intervention
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Maria Priego-Ojeda; Gemma Filella-Guiu; Núria Pérez-Escoda – Journal of Computer Assisted Learning, 2025
Background: Video games can be innovative, educational and therapeutic tools that have demonstrated positive outcomes in enhancing emotional skills. Many of these programmes have shown benefits in improving children and adolescents' emotional competencies, but there is a lack of research evidence on programmes that aim to intervene within the…
Descriptors: Educational Games, Parent Education, Parent Attitudes, Emotional Experience
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Fadda, Daniela; Pellegrini, Marta; Vivanet, Giuliano; Zandonella Callegher, Claudio – Journal of Computer Assisted Learning, 2022
Background: Motivation is an important factor in the learning process and supporting students' motivation in mathematics is a significant challenge for educators. Educational technologies, such as digital games, offer potential for engagement in mathematics learning activities. Objectives: To contrast the general decrement in student motivation in…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Student Motivation
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Mize, Min; Park, Yujeong – Journal of Computer Assisted Learning, 2021
The purpose of this study was to investigate the effect of iPad-assisted reading instruction for fourth-grade students' oral reading fluency and their attitudes towards reading. Three fourth-grade students at-risk for reading disabilities participated in an iPad-assisted repeated reading programme that integrated repeated reading, vocabulary…
Descriptors: Grade 4, Elementary School Students, Reading Difficulties, Reading Instruction
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Max, Anna-Lisa; Lukas, Sarah; Weitzel, Holger – Journal of Computer Assisted Learning, 2022
Background: To purposefully integrate information and communication technologies (ICT) into contemporary teaching, teachers must have complex technological, pedagogical and content-related knowledge (TPACK). TPACK could be fostered through diverse learning environments such as working in a makerspace as part of university teacher training. The…
Descriptors: Pedagogical Content Knowledge, Technological Literacy, Educational Technology, Technology Uses in Education
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Coleman, Mari Beth; Fowler, Kristen; Parater, Alexandra Lee; Riley, Marie Jackson; Park, Yujeong; Moore, Tara C. – Journal of Computer Assisted Learning, 2021
Technology-assisted instruction has potential for helping students improve their reading skills. In the current studies, "PowerPoint" software was used to supplement teacher-led reading instruction for elementary-aged students with disabilities who struggled with phoneme blending to read words. The effectiveness of the intervention was…
Descriptors: Educational Technology, Technology Uses in Education, Reading Skills, Reading Instruction
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Kim, Min Kyung; Park, Yujeong; Coleman, Mari Beth – Journal of Computer Assisted Learning, 2017
The purpose of this review is to weigh the evidence of the effectiveness of tablet-assisted instructions (TAIs) at improving academic outcomes of students with disabilities. An extensive search process with inclusion and exclusion criteria yielded a total of 17 studies to be included in the present study: three group design studies and 14…
Descriptors: Handheld Devices, Telecommunications, Technology Uses in Education, Educational Technology
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Park, Y.; Ambrose, G.; Coleman, M. B.; Moore, T. C. – Journal of Computer Assisted Learning, 2017
The purpose of this study was to examine the effectiveness of an intervention in which teacher-led instruction was combined with computerized writing software to improve paragraph writing for three middle school students with intellectual disability. A multiple probe across participants design was used to evaluate the effectiveness of the…
Descriptors: Intervention, Program Effectiveness, Middle School Students, Intellectual Disability
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Korat, Ofra; Shamir, A. – Journal of Computer Assisted Learning, 2007
We compared the effects of children's reading of an educational electronic storybook on their emergent literacy with those of being read the same story in its printed version by an adult. We investigated 128 5- to 6-year-old kindergarteners; 64 children from each of two socio-economic status (SES) groups: low (LSES) and middle (MSES). In each…
Descriptors: Reading Skills, Intervention, Emergent Literacy, Electronic Publishing