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Showing 151 to 165 of 296 results Save | Export
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Bolliger, Doris U.; Supanakorn, Supawan; Boggs, Christine – Computers & Education, 2010
Researchers investigated the impact of podcasting on student motivation in the online environment during fall 2008 and spring 2009. Data were collected from students enrolled in fourteen online courses at a research university in the United States. One hundred and ninety-one students completed a modified version of the Instructional Materials…
Descriptors: Electronic Learning, Research Universities, Student Motivation, Instructional Materials
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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
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Lan, Yu-Feng; Tsai, Pei-Wei; Yang, Shih-Hsien; Hung, Chun-Ling – Computers & Education, 2012
In recent years, researchers have conducted various studies on applying wireless networking technology and mobile devices in education settings. However, research on behavioral patterns in learners' online asynchronous discussions with mobile devices is limited. The purposes of this study are to develop a mobile learning system, mobile interactive…
Descriptors: Electronic Learning, Distance Education, Feedback (Response), Problem Based Learning
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Puustinen, Minna; Rouet, Jean-Francois – Computers & Education, 2009
Education researchers have amply documented the beneficial effects of help seeking on learning and understanding. Requesting help from teachers (or other human sources) when faced with a difficult task is now considered a self-regulated learning strategy. In a related domain, information search refers to learner-initiated efforts to obtain further…
Descriptors: Help Seeking, Learning Strategies, Information Seeking, Educational Technology
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McKinney, Dani; Dyck, Jennifer L.; Luber, Elise S. – Computers & Education, 2009
iTunes University, a website with downloadable educational podcasts, can provide students the opportunity to obtain professors' lectures when students are unable to attend class. To determine the effectiveness of audio lectures in higher education, undergraduate general psychology students participated in one of two conditions. In the lecture…
Descriptors: Psychology, Lecture Method, Instructional Effectiveness, Undergraduate Students
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Vos, Nienke; van der Meijden, Henny; Denessen, Eddie – Computers & Education, 2011
In this study the effects of two different interactive learning tasks, in which simple games were included were described with respect to student motivation and deep strategy use. The research involved 235 students from four elementary schools in The Netherlands. One group of students (N = 128) constructed their own memory "drag and…
Descriptors: Foreign Countries, Educational Games, Learning Strategies, Memory
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Sanchez-Franco, Manuel J. – Computers & Education, 2010
Perceived affective quality is an attractive area of research in Information System. Specifically, understanding the intrinsic and extrinsic individual factors and interaction effects that influence Information and Communications Technology (ICT) acceptance and adoption--in higher education--continues to be a focal interest in learning research.…
Descriptors: Structural Equation Models, Intention, Interaction, Higher Education
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Law, Kris M. Y.; Lee, Victor C. S.; Yu, Y. T. – Computers & Education, 2010
Computer programming skills constitute one of the core competencies that graduates from many disciplines, such as engineering and computer science, are expected to possess. Developing good programming skills typically requires students to do a lot of practice, which cannot sustain unless they are adequately motivated. This paper reports a…
Descriptors: Electronic Learning, Undergraduate Students, Self Efficacy, Learning Motivation
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Lin, Hsiu-Fen – Computers & Education, 2010
Although previous studies have identified various influences on course website effectiveness, the evaluation of the relative importance of these factors across different online learning experience groups has not been empirically determined. This study develops an evolution model that integrates triangular fuzzy numbers and analytic hierarchy…
Descriptors: Electronic Learning, Learning Experience, Student Attitudes, Educational Technology
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Kostons, Danny; van Gog, Tamara; Paas, Fred – Computers & Education, 2010
Learner-controlled instruction is often found to be less effective for learning than fixed or adaptive system-controlled instruction. One possible reason for that finding is that students--especially novices--might not able to accurately assess their own performance and select tasks that fit their learning needs. Therefore, this explorative study…
Descriptors: Learner Controlled Instruction, Self Evaluation (Individuals), Criteria, Secondary School Students
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Lee, Ming-Chi – Computers & Education, 2010
Although e-learning has been prompted to various education levels, the intention to continue using such systems is still very low, and the acceptance-discontinuance anomaly phenomenon (i.e., users discontinue using e-learning after initially accepting it) is a common occurrence. This paper synthesizes the expectation-confirmation model (ECM), the…
Descriptors: Electronic Learning, Expectation, Continuing Education, Intention
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Cheryan, Sapna; Meltzoff, Andrew N.; Kim, Saenam – Computers & Education, 2011
Three experiments examined whether the design of virtual learning environments influences undergraduates' enrollment intentions and anticipated success in introductory computer science courses. Changing the design of a virtual classroom--from one that conveys current computer science stereotypes to one that does not--significantly increased…
Descriptors: Computer Science Education, Females, Virtual Classrooms, Gender Differences
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Triantafyllakos, George; Palaigeorgiou, George; Tsoukalas, Ioannis A. – Computers & Education, 2011
In this paper, we present a framework for the development of collaborative design games that can be employed in participatory design sessions with students for the design of educational applications. The framework is inspired by idea generation theory and the design games literature, and guides the development of board games which, through the use…
Descriptors: Computer Software, Social Influences, Instructional Design, Cooperative Learning
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Tao, Yu-Hui; Yeh, C. Rosa; Hung, Kung Chin – Computers & Education, 2012
Previous studies on business simulation games (BSGs) have concluded that improved performance may not be the primary benefit of using BSGs, due to mixed results between student performance and perceptions. Two relevant and insightful issues attract our attention, namely, the impacts of the heterogeneous student population and the different…
Descriptors: Academic Achievement, Student Characteristics, Learning Motivation, Regression (Statistics)
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Ventouras, Errikos; Triantis, Dimos; Tsiakas, Panagiotis; Stergiopoulos, Charalampos – Computers & Education, 2010
The aim of the present research was to compare the use of multiple-choice questions (MCQs) as an examination method, to the examination based on constructed-response questions (CRQs). Despite that MCQs have an advantage concerning objectivity in the grading process and speed in production of results, they also introduce an error in the final…
Descriptors: Computer Assisted Instruction, Scoring, Grading, Comparative Analysis
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