Publication Date
In 2025 | 0 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 7 |
Since 2016 (last 10 years) | 9 |
Since 2006 (last 20 years) | 11 |
Descriptor
Source
Journal of Computer Assisted… | 11 |
Author
Admiraal, W. | 1 |
Admiraal, Wilfried | 1 |
Adolfo Ruiz-Calleja | 1 |
Akkerman, S. | 1 |
Alonso-Arroyo, A. | 1 |
Angelaina, S. | 1 |
Bano, Muneera | 1 |
Chai, C.-S. | 1 |
Chang, C.-J. | 1 |
Chang, M.-H. | 1 |
Chao, P.-Y. | 1 |
More ▼ |
Publication Type
Journal Articles | 11 |
Reports - Research | 10 |
Information Analyses | 2 |
Education Level
Audience
Location
Greece | 1 |
Hong Kong | 1 |
Netherlands (Amsterdam) | 1 |
Turkey | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Gerti Pishtari; María Jesús Rodríguez-Triana; Luis P. Prieto; Adolfo Ruiz-Calleja; Terje Väljataga – Journal of Computer Assisted Learning, 2024
Background: In the field of Learning Design, it is common that researchers analyse manually design artefacts created by practitioners, using pedagogically-grounded approaches (e.g., Bloom's Taxonomy), both to understand and later to support practitioners' design practices. Automatizing these high-level pedagogically-grounded analyses would enable…
Descriptors: Electronic Learning, Instructional Design, Active Learning, Inquiry
Weipeng Yang; Xinyun Hu; Ibrahim H. Yeter; Jiahong Su; Yuqin Yang; John Chi-Kin Lee – Journal of Computer Assisted Learning, 2024
Background: Artificial Intelligence (AI) literacy is a crucial part of digital literacy that all individuals should possess in today's technologically advanced world. Despite the potential benefits that AI education offers, little research has been done on how to teach AI literacy to children. Objectives: This study aimed to fill that gap by…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Technology, Digital Literacy
Liu, Caihua; Zowghi, Didar; Kearney, Matthew; Bano, Muneera – Journal of Computer Assisted Learning, 2021
Recent years have seen a growing call for inquiry-based learning in science education, and mobile technologies are perceived as increasingly valuable tools to support this approach. However, there is a lack of understanding of mobile technology-supported inquiry-based learning (mIBL) in secondary science education. More evidence-based, nuanced…
Descriptors: Active Learning, Inquiry, Electronic Learning, Technology Integration
Hüseyin Ates; Mustafa Köroglu – Journal of Computer Assisted Learning, 2024
Background: Online collaboration tools have been identified as potentially effective means for enhancing student learning, motivation, and engagement in science education. However, their effectiveness in improving science education outcomes among middle school students remains uncertain. Objectives: The study aimed to investigate the impact of…
Descriptors: Cooperative Learning, Comparative Analysis, Academic Achievement, Learner Engagement
Hsu, Keng-Chih; Liu, Gi-Zen – Journal of Computer Assisted Learning, 2023
Background: Given the advancement of mobile and sensing technology, the incorporation of augmented reality (AR) in context-aware ubiquitous learning (CAUL) has offered significant benefits to oral communication development in foreign language learning. Although a great number of studies have been dedicated in this field, only a little research was…
Descriptors: Computer Simulation, Educational Technology, Best Practices, Computer Uses in Education
Guo, Pengyue; Saab, Nadira; Wu, Lin; Admiraal, Wilfried – Journal of Computer Assisted Learning, 2021
Project-based learning (PjBL) engages students in knowledge acquisition, application, and construction through artefact development. Based on the Community of Inquiry framework, this study characterized college students' social and cognitive presences in online PjBL and examined how presence was related to their academic performance. Twenty-four…
Descriptors: Communities of Practice, Inquiry, Active Learning, Electronic Learning
Magana, Alejandra J.; Hwang, Jisoo; Feng, Shi; Rebello, Sanjay; Zu, Tianlong; Kao, Dominic – Journal of Computer Assisted Learning, 2022
Background: Previous work has identified that the benefits of learning with videogames and learning from simulations. However, recent meta-analytic work has also identified that little research directly compares learning with videogames and learning with simulations. Objectives: This study examines two learning technologies and their corresponding…
Descriptors: Computer Simulation, Computer Games, Video Games, Inquiry
Chang, C.-J.; Chang, M.-H.; Liu, C.-C.; Chiu, B.-C.; Fan Chiang, S.-H.; Wen, C.-T.; Hwang, F.-K.; Chao, P.-Y.; Chen, Y.-L.; Chai, C.-S. – Journal of Computer Assisted Learning, 2017
Researchers have indicated that the collaborative problem-solving space afforded by the collaborative systems significantly impact the problem-solving process. However, recent investigations into collaborative simulations, which allow a group of students to jointly manipulate a problem in a shared problem space, have yielded divergent results…
Descriptors: Cooperative Learning, Problem Solving, Questionnaires, Feedback (Response)
Martí-Parreño, J.; Méndez-Ibáñez, E.; Alonso-Arroyo, A. – Journal of Computer Assisted Learning, 2016
The use of games in education represents a promising tool to motivate and engage students in their learning process. Most of previous research on the topic has focused to develop theoretical frameworks or to conduct experiments as a means to analyse learning outcomes such as knowledge retention, problem-solving skills gains or attitudes toward…
Descriptors: Educational Games, Bibliometrics, Data Collection, Data Analysis
Jimoyiannis, A.; Angelaina, S. – Journal of Computer Assisted Learning, 2012
Educational blogs are currently gaining in popularity in schools and higher education institutions, and they are widely promoted as collaborative tools supporting students' active learning. However, literature review on educational blogging revealed a lack of a complete and consistent framework for studying and assessing students' engagement and…
Descriptors: Foreign Countries, Active Learning, Learner Engagement, Communities of Practice
Huizenga, J.; Admiraal, W.; Akkerman, S.; Dam, G. ten – Journal of Computer Assisted Learning, 2009
Using mobile games in education combines situated and active learning with fun in a potentially excellent manner. The effects of a mobile city game called Frequency 1550, which was developed by The Waag Society to help pupils in their first year of secondary education playfully acquire historical knowledge of medieval Amsterdam, were investigated…
Descriptors: Quasiexperimental Design, Student Motivation, Active Learning, History Instruction