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Meehyun Yoon; Koun Choi; Seonghye Yoon; Il-Hyun Jo – Journal of Computer Assisted Learning, 2024
Background: Virtual reality (VR) is becoming increasingly accessible and being utilized in various organizations to meet education and training needs. Despite its potential, research regarding VR applications has focused on measuring the effectiveness of VR programs relative to non-VR programs; consequently, the ways in which VR programs are…
Descriptors: Computer Simulation, Training, Program Effectiveness, Training Methods
Eleftheria Siklafidou; Maya Satratzemi; Stelios Xinogalos – Journal of Computer Assisted Learning, 2025
Background: Serious games (SGs) have been increasingly utilised in various domains of education and training. These SGs are a compelling and impactful pedagogical tool that have demonstrated the potential to transform users' perspectives in a multitude of fields, including music. Objectives: This paper presents a systematic literature review (SLR)…
Descriptors: Music Education, Game Based Learning, Teaching Methods, Musical Instruments
Tsung-Yen Chuang; Szu-Kai Tsai; Yu-Hsuan Lu – Journal of Computer Assisted Learning, 2025
Background: Current education increasingly emphasises the development and significance of Critical Thinking (CT), aiming to enhance individuals' adaptability in a rapidly evolving society. However, few effective teaching methods have been identified for integrating CT into existing on-site courses. While previous studies have focused on the…
Descriptors: Game Based Learning, Critical Thinking, Thinking Skills, Technology Uses in Education
Petri Nokelainen; Terhi Kaarakka; Jani Hirvonen; Ilmari Puhakka; Riikka Kangaslampi; Simo Ali-Löytty; Vikke Vuorenpää; Elina Viro – Journal of Computer Assisted Learning, 2025
Background: First-year engineering mathematics courses present a critical academic challenge, often leading to a significant decline in student self-efficacy, a key predictor of retention and success. While flipped learning is a proposed solution, a lack of longitudinal research using robust comparison groups has limited our understanding of its…
Descriptors: Flipped Classroom, Self Efficacy, Emotional Response, Engineering Education
Yonggang Wei; Lu Wang; Yi Tang; Junyue Su; Yaxian Lei; Wanran Peng – Journal of Computer Assisted Learning, 2024
Background: The pedagogy of computational thinking has gained extensive traction across numerous nations globally, with a particular emphasis on nurturing computational thinking in the formative years of early childhood. Nevertheless, the efficacy of diverse instructional approaches in the domain of programming education, with regards to fostering…
Descriptors: Programming, Computation, Thinking Skills, Young Children
Mohamed Ali Nagy Elmaadaway; Mohamed Elsayed El-Naggar; Mohamed Radwan Ibrahim Abouhashesh – Journal of Computer Assisted Learning, 2025
Background: Artificial intelligence (AI) made substantial progress with language recognition. Proficiency in spoken English reading is a prerequisite for fluency in written English. However, research on its use, especially for non-native speakers, is lacking despite increased usage. Objectives: This study aimed to enhance the oral reading fluency…
Descriptors: Artificial Intelligence, Reading Fluency, Elementary School Students, Oral Reading
Chen-Chen Liu; Hai-Jie Wang; Gwo-Jen Hwang; Yun-Fang Tu; Youmei Wang; Kai Chen – Journal of Computer Assisted Learning, 2025
Background: Vocal music education is a skill-oriented course. Students not only need to improve their skills through repeated practice, but also need to learn self-reflection on their singing skills to achieve improvement in their vocal music performance. To promote students' reflection, previous studies have introduced peer assessment (PA) in…
Descriptors: Music Education, Singing, Skill Development, Reflection
Osman Özdemir – Journal of Computer Assisted Learning, 2025
Background: In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are…
Descriptors: Game Based Learning, Video Games, Academic Achievement, Student Motivation
Seyma Çaglar-Özhan; Perihan Tekeli; Selay Arkün-Kocadere – Journal of Computer Assisted Learning, 2025
Background: Feedback is an essential part of the educational process as it enriches students' learning experiences, provides information about their current performance, shows them what is lacking in achieving goals, and provides guidance on the strategies needed to achieve those goals. Teachers, especially in crowded classrooms, often have…
Descriptors: Feedback (Response), Artificial Intelligence, Teacher Role, Technology Uses in Education
Piia Näykki; Saara Pyykkönen; Jenni Latva-aho; Tuula Nousiainen; Emilia Ahlström; Tapio Toivanen – Journal of Computer Assisted Learning, 2024
Background: In recent years, the use of virtual reality (VR) environments for education has gained interest in research and education. However, little is known about the potential of social VR environments for collaborative learning. Objectives: This study explores pre-service teachers' (PSTs') collaborative learning and role-based drama activity,…
Descriptors: Computer Simulation, Cooperative Learning, Preservice Teachers, Drama
Horiguchi, Tomoya; Hirashima, Tsukasa; Hayashi, Yusuke – Journal of Computer Assisted Learning, 2023
Background: In learning mechanics, students often believe that "force is exerted on moving objects." As this misconception called "motion implies a force" (MIF) is difficult to correct, various teaching methods have been proposed, such as showing refutational/explanatory text (Palmer & Flanagan, 1997; Takagaki, 2004),…
Descriptors: Scientific Concepts, Misconceptions, Concept Formation, Instructional Effectiveness
Chorng-Shiuh Koong; Chih-Hung Chen; Yu-Tzu Chen; Gwo-Haur Hwang – Journal of Computer Assisted Learning, 2025
Background: Rhythm is the fundamental element of music and one of the indispensable aspects of training in music education, making it highly valued. However, due to the limitations of teaching hours and the large number of students in each class, it is difficult to foster the rhythm ability of elementary school students. Objectives: Hence, this…
Descriptors: Music Education, Telecommunications, Handheld Devices, Teaching Methods
Tiphaine Colliot; Jean-Michel Boucheix – Journal of Computer Assisted Learning, 2024
Background: Previous studies have shown that dynamic illustrations, as compared to their static counterparts, lead to higher achievement levels, especially for hand-based procedures. Other researchers have investigated how the presence of seductive details (i.e., appealing but irrelevant adjunct displays) influences students' interest positively…
Descriptors: Illustrations, Animation, Handicrafts, Elementary School Students
Liu, Ruying; Zhu, Runhe; Becerik-Gerber, Burcin; Lucas, Gale M.; Southers, Erroll G. – Journal of Computer Assisted Learning, 2023
Background: Video-based training has been widely adopted by private organizations and public authorities to educate occupants on various types of building emergencies. However, the effectiveness of video-based training for preparing occupants for building emergencies has not been rigorously studied nor has the impact of emergency type been…
Descriptors: Video Technology, Training, Program Effectiveness, Buildings
Jyun-Chen Chen; Chia-Yu Liu – Journal of Computer Assisted Learning, 2025
Background: Based on the embodied cognition perspective, interdisciplinary hands-on learning combines several disciplines, such as science, technology, engineering and mathematics (STEM), to improve students' capacity to solve real-world problems. Despite the popularity of interdisciplinary hands-on learning, particularly the six-phase 6E model,…
Descriptors: Interdisciplinary Approach, Experiential Learning, STEM Education, Problem Solving

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