Publication Date
In 2025 | 1 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 5 |
Descriptor
Source
Journal of Computer Assisted… | 5 |
Author
Alex Shum | 1 |
Alonso-Arroyo, A. | 1 |
Boiko, R. | 1 |
Chunqi Li | 1 |
Davis, K. | 1 |
Edi Sarwono | 1 |
Hüseyin Ates | 1 |
Koepke, L. | 1 |
Lishi Liang | 1 |
Luke K. Fryer | 1 |
Martí-Parreño, J. | 1 |
More ▼ |
Publication Type
Journal Articles | 5 |
Reports - Research | 5 |
Information Analyses | 1 |
Education Level
Higher Education | 3 |
Postsecondary Education | 2 |
Elementary Education | 1 |
Grade 6 | 1 |
Intermediate Grades | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Secondary Education | 1 |
Audience
Location
Turkey | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Ting-Ting Wu; Edi Sarwono; Yueh-Min Huang – Journal of Computer Assisted Learning, 2025
Background: Virtual laboratories are used to supplement or even replace physical laboratories in engineering education. Although these virtual laboratories allow students to learn foundational experimental skills, they do not provide the learners with the chance to develop higher-order thinking skills (HOTS). Computational thinking (CT) is an…
Descriptors: Computation, Thinking Skills, Computer Simulation, Laboratories
Chunqi Li; Lishi Liang; Luke K. Fryer; Alex Shum – Journal of Computer Assisted Learning, 2024
Background: Leaderboards are among the most popular gamification elements in education. Some studies have implemented leaderboards and reported their individual effects on students' learning. Despite the emergence of relevant empirical studies, most of the existing reviews have only investigated the holistic impact of gamification. No previous…
Descriptors: Higher Education, Gamification, Evidence Based Practice, Learning Motivation
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
Davis, K.; Sridharan, H.; Koepke, L.; Singh, S.; Boiko, R. – Journal of Computer Assisted Learning, 2018
The current study investigated college students' experiences of a gamified informatics course. We surveyed 139 students aged 18-31 years (M = 20 years, SD = 1.5) enrolled in an undergraduate informatics course focused on social networking technologies. Surveys were conducted at 3 time points during the course (beginning, middle, and end). Overall,…
Descriptors: Learner Engagement, Information Science Education, Undergraduate Students, Social Networks
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