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Roscoe, Rod D.; Segedy, James R.; Sulcer, Brian; Jeong, Hogyeong; Biswas, Gautam – Computers & Education, 2013
To support self-regulated learning (SRL), computer-based learning environments (CBLEs) are often designed to be open-ended and multidimensional. These systems incorporate diverse features that allow students to enact and reveal their SRL strategies via the choices they make. However, research shows that students' use of such features is limited;…
Descriptors: Computer Assisted Instruction, Middle School Students, Pretests Posttests, Outcomes of Education
Terzis, Vasileios; Moridis, Christos N.; Economides, Anastasios A. – Computers & Education, 2013
The Information Systems (IS) community has put considerable effort on identifying constructs that may explain the initial/continuance use of computer based learning or assessment systems. This study is a further step toward IS continuance acceptance delivered in Computer Based Assessment (CBA) context. Specifically, it aims at the exploration of…
Descriptors: Computer Assisted Testing, Intention, Information Systems, Usability
van der Kleij, Fabienne M.; Eggen, Theo J. H. M.; Timmers, Caroline F.; Veldkamp, Bernard P. – Computers & Education, 2012
The effects of written feedback in a computer-based assessment for learning on students' learning outcomes were investigated in an experiment at a Higher Education institute in the Netherlands. Students were randomly assigned to three groups, and were subjected to an assessment for learning with different kinds of feedback. These are immediate…
Descriptors: Feedback (Response), Student Attitudes, Computer Assisted Testing, Foreign Countries
Echeverria, Alejandro; Garcia-Campo, Cristian; Nussbaum, Miguel; Gil, Francisca; Villalta, Marco; Amestica, Matias; Echeverria, Sebastian – Computers & Education, 2011
The progress registered in the use of video games as educational tools has not yet been successfully transferred to the classroom. In an attempt to close this gap, a framework was developed that assists in the design and classroom integration of educational games. The framework addresses both the educational dimension and the ludic dimension. The…
Descriptors: Educational Games, Pretests Posttests, Cooperative Learning, Science Instruction
Pilli, Olga; Aksu, Meral – Computers & Education, 2013
The purpose of this study was to examine the effects of the educational software "Frizbi Mathematics 4" on 4th grade student's mathematics achievement, retention, attitudes toward mathematics and attitude toward computer assisted learning. Two groups (experimental and control) of students from the state primary school in Gazimagusa,…
Descriptors: Foreign Countries, Control Groups, Experimental Groups, Lecture Method
Savage, Robert S.; Erten, Ozlem; Abrami, Philip; Hipps, Geoffrey; Comaskey, Erin; van Lierop, Dea – Computers & Education, 2010
This study explored how teacher variations in use of a web-technology of known effectiveness, affected growth in literacy. Teachers used ABRACADABRA (ABRA) (http://grover.concordia.ca/abra/version1/abracadabra.html), in Grade 1 Language Arts classes. Children (N = 60) across three classrooms were exposed to ABRA activities and a control class…
Descriptors: Language Arts, Technology Integration, Program Effectiveness, Educational Technology
Ozmen, Haluk – Computers & Education, 2011
In this study, the effect of animation enhanced conceptual change texts (CCT-CA) on grade 6 students' understanding of the particulate nature of matter (PNM) and transformation during the phase changes was investigated. A quasi-experimental design and one control group (CG, N = 25) and one experimental group (EG, N = 26) were used. While the…
Descriptors: Chemistry, Grade 6, Conventional Instruction, Science Instruction
Bokhove, Christian; Drijvers, Paul – Computers & Education, 2012
In this article we report on the effects of a digital intervention on the development of algebraic expertise of 17-18 year old students in the Netherlands. The question to be answered was whether the intervention would be effective and what factors influenced the outcome. With notions of formative assessment and symbol sense as guiding theoretical…
Descriptors: Expertise, Feedback (Response), Test Results, Student Attitudes
Vernadakis, Nikolaos; Antoniou, Panagiotis; Giannousi, Maria; Zetou, Eleni; Kioumourtzoglou, Efthimis – Computers & Education, 2011
The purpose of this study was to determine the effectiveness of a hybrid learning approach to deliver a computer science course concerning the Microsoft office PowerPoint 2003 program in comparison to delivering the same course content in the form of traditional lectures. A hundred and seventy-two first year university students were randomly…
Descriptors: Constructivism (Learning), Undergraduate Students, Statistical Analysis, Lecture Method
Dockrell, Sara; Earle, Deirdre; Galvin, Rose – Computers & Education, 2010
This study investigated the effect of a school-based ergonomic intervention on childrens' posture and discomfort while using computers using a pre/post test study design. The sample comprised 23 children age 9 and 10 years. Posture was assessed with Rapid Upper Limb Assessment (RULA) and a workstation assessment was completed using a Visual…
Descriptors: Intervention, Computer Uses in Education, Workstations, Program Effectiveness
Hainey, Thomas; Connolly, Thomas M.; Stansfield, Mark; Boyle, Elizabeth A. – Computers & Education, 2011
A highly important part of software engineering education is requirements collection and analysis which is one of the initial stages of the Database Application Lifecycle and arguably the most important stage of the Software Development Lifecycle. No other conceptual work is as difficult to rectify at a later stage or as damaging to the overall…
Descriptors: Experimental Groups, Control Groups, Computer Software, Engineering
Wang, Tzu-Hua – Computers & Education, 2010
This research combines the idea of cake format dynamic assessment defined by Sternberg and Grigorenko (2001) and the "graduated prompt approach" proposed by (Campione and Brown, 1985) and (Campione and Brown, 1987) to develop a multiple-choice Web-based dynamic assessment system. This research adopts a quasi-experimental design to…
Descriptors: Electronic Learning, Quasiexperimental Design, Learning Strategies, Prior Learning
Miller, Leslie M.; Chang, Ching-I.; Wang, Shu; Beier, Margaret E.; Klisch, Yvonne – Computers & Education, 2011
The power of a web-based forensic science game to teach content and motivate STEM careers was tested among secondary students. More than 700 secondary school students were exposed to one of the three web-based forensic cases for approximately 60 min. Gain scores from pre-test to a delayed post-test indicated significant gains in content knowledge.…
Descriptors: Science Careers, Persuasive Discourse, Student Attitudes, Technology
Grubisic, Ani; Stankov, Slavomir; Rosic, Marko; Zitko, Branko – Computers & Education, 2009
We believe that every effectiveness evaluation should be replicated at least in order to verify the original results and to indicate evaluated e-learning system's advantages or disadvantages. This paper presents the methodology for conducting controlled experiment replication, as well as, results of a controlled experiment and an internal…
Descriptors: Control Groups, Research Design, Computer Assisted Instruction, Artificial Intelligence
See, Lai-Chu; Huang, Yu-Hsun; Chang, Yi-Hu; Chiu, Yeo-Ju; Chen, Yi-Fen; Napper, Vicki S. – Computers & Education, 2010
This study examines the timing using computer-enriched instruction (CEI), before or after a traditional lecture to determine cross-over effect, period effect, and learning effect arising from sequencing of instruction. A 2 x 2 cross-over design was used with CEI to teach central limit theorem (CLT). Two sequences of graduate students in nursing…
Descriptors: Graduate Students, Computer Assisted Instruction, Electronic Learning, Scores