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Shiqi Liu; Sannyuya Liu; Xian Peng; Jianwen Sun; Zhi Liu – Journal of Educational Computing Research, 2025
Forum discussions in Massive Open Online Courses (MOOCs) play a crucial role in promoting learning engagement and academic achievement. In particular, discussion topics significantly influence learners' emotional and cognitive engagement. However, the complex interrelationships among these factors remain underexplored. This study introduces an…
Descriptors: MOOCs, Difficulty Level, Learner Engagement, Academic Achievement
Yueru Lang; Shaoying Gong; Xiangen Hu; Boyuan Xiao; Yanqing Wang; Tiantian Jiang – Journal of Educational Computing Research, 2024
The present research conducted two experiments with an intelligent tutoring system to investigate the overall and dynamic impact of emotional support from a pedagogical agent (PA). In Experiment 1, a single factor intergroup design was used to explore the impact of PA's emotional support (supportive vs. non-supportive) on learners' emotions,…
Descriptors: Psychological Patterns, Learning Strategies, Multimedia Instruction, Multimedia Materials
Fangzheng Zhao; Richard E. Mayer; Nicoletta Adamo-Villani; Christos Mousas; Minsoo Choi; Klay Hauser – Journal of Educational Computing Research, 2025
Do students learn from video lessons presented by pedagogical agents of different racial and gender types equivalently to those delivered by a real human instructor? How do the race and gender of these agents impact students' learning experiences and outcomes? In this between-subject design study, college students were randomly assigned to view a…
Descriptors: Multimedia Instruction, Race, Sex, Learning Experience
Nazmul Hasan; Manisha J. Nene – Journal of Educational Computing Research, 2024
Children with Autism face several significant challenges, including deficits in both verbal and nonverbal communication, difficulties with concentration, limited interest in their surroundings, non-responsiveness, and struggles with adapting to new situations. It is imperative to consider and address these challenges when implementing…
Descriptors: Autism Spectrum Disorders, Children, Skill Development, Caregiver Role
Abdullahi Yusuf; Amiru Yusuf Muhammad – Journal of Educational Computing Research, 2024
The study investigates the potential of anxiety clusters in predicting programming performance in two distinct coding environments. Participants comprised 83 second-year programming students who were randomly assigned to either a block-based or a text-based group. Anxiety-induced behaviors were assessed using physiological measures (Apple Watch…
Descriptors: Novices, Programming, Anxiety, Coding
Cheng, Kun-Hung; Lee, Silvia Wen-Yu; Hsu, Ying-Tai – Journal of Educational Computing Research, 2023
Research has addressed the benefits of immersive virtual reality (IVR) for affective learning rather than cognitive performance, indicating the necessity to explore what factors may influence learners' attitudinal learning, defined as the result of instruction for changing learners' attitudes, when engaging in immersive instructional mediums. This…
Descriptors: Elementary School Students, Student Interests, Personality Traits, Student Attitudes
Wang, Xue; Mayer, Richard E.; Han, Meiqi; Zhang, Lei – Journal of Educational Computing Research, 2023
This study examined the impacts of adding emotional design features to a multimedia lesson (color alone, anthropomorphism alone, or color & anthropomorphism together) on college students' affective processes (measured by ratings of experienced emotion during learning), cognitive processes (measured by eye-tracking metrics), and learning…
Descriptors: Psychological Patterns, Multimedia Instruction, College Students, Cognitive Processes
Schroeder, Noah L.; Siegle, Robert F.; Verma, Vipin; Craig, Scotty D. – Journal of Educational Computing Research, 2022
Virtual humans are virtual characters within multimedia learning environments designed to aid the learning process. While there is a large variety of research examining how to design the physical appearance of the character or the teaching strategies it should embody, there is comparatively little work around the design of the narrative the…
Descriptors: Video Technology, Food, Genetics, Narration
Liu, Bowen; Xing, Wanli; Zeng, Yifang; Wu, Yonghe – Journal of Educational Computing Research, 2021
Massive Open Online Courses (MOOCs) have become a popular tool for worldwide learners. However, a lack of emotional interaction and support is an important reason for learners to abandon their learning and eventually results in poor learning performance. This study applied an integrative framework of achievement emotions to uncover their holistic…
Descriptors: Influences, Psychological Patterns, Online Courses, Academic Achievement
Xiao, Ya; Hew, K. F. – Journal of Educational Computing Research, 2022
Evolving information and communication technology (ICT) reshapes people's reading activities by popularizing digital reading. Past studies focused on the relationships between students' frequency of ICT use and reading performance but neglected the possible interrelationships between students' ICT-related psychological factors, school contextual…
Descriptors: Comparative Analysis, Information Technology, Telecommunications, Psychological Patterns
Hsing-Ying Tu; Silvia Wen-Yu Lee – Journal of Educational Computing Research, 2025
Learning in a virtual environment has been found to foster students' affective responses, indicating the importance of exploring the factors which affect students' learning when engaged in a virtual game. This study aimed to explore the relationships among students' epistemic curiosity, situational interest, and learning engagement in an…
Descriptors: Personality Traits, Student Interests, Learner Engagement, Computer Simulation
Özhan, Seyma Çaglar; Kocadere, Selay Arkün – Journal of Educational Computing Research, 2020
This study aimed to examine the factors that explain academic success in a gamified online learning environment considering flow, emotional engagement, and motivation. The gamified online learning environment was used by 40 undergraduate students, and the data gathered from them. A hypothetical path model showing the interaction of variables with…
Descriptors: Undergraduate Students, Educational Games, Video Games, Psychological Patterns
Verma, Vipin; Craig, Scotty D.; Levy, Roy; Bansal, Ajay; Amresh, Ashish – Journal of Educational Computing Research, 2022
Detection and responding to a player's affect are important for serious games. A method for this purpose was tested within Chem-o-crypt, a game that teaches chemical equation balancing. The game automatically detects boredom, flow, and frustration using the Affdex SDK from Affectiva. The sensed affective state is then used to adapt the game play…
Descriptors: Psychological Patterns, Game Based Learning, Media Adaptation, Learner Engagement
López, Cristina; Hartmann, Patrick; Apaolaza, Vanessa – Journal of Educational Computing Research, 2019
Social networking sites, such as Myspace and Facebook, have become popular online communities with large teenage user populations who engage in social media to interact, play, explore, and learn. Research based on uses and gratifications theory has revealed that among the gratifications on social media most sought specifically by adolescents…
Descriptors: Social Networks, Social Media, Secondary School Students, Individual Differences
Wronowski, Meredith; Urick, Angela; Wilson, Alison S. P.; Thompson, William; Thomas, David; Wilson, Scott; Elizondo, Francisco J.; Ralston, Ryan – Journal of Educational Computing Research, 2020
The overuse of lecture-based approaches for instruction in university courses may have limited student access to knowledge, particularly the transfer of complex concepts, such as central limit theorem in statistics. This study seeks to contribute to empirical research regarding the effectiveness of serious educational games (SEGs) to increase…
Descriptors: Outcomes of Education, Educational Games, Psychological Patterns, Learner Engagement
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