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Pasin, Federico; Giroux, Helene – Computers & Education, 2011
This study presents a new simulation game and analyzes its impact on operations management education. The proposed simulation was empirically tested by comparing the number of mistakes during the first and second halves of the game. Data were gathered from 100 teams of four or five undergraduate students in business administration, taking their…
Descriptors: Undergraduate Students, Business Administration Education, Teaching Methods, Educational Games
Nistor, Nicolae; Neubauer, Katrin – Computers & Education, 2010
The academic e-learning practice has to deal with various participation patterns and types of online learners with different support needs. The online instructors are challenged to recognize these and react accordingly. Among the participation patterns, special attention is requested by dropouts, which can perturbate online collaboration.…
Descriptors: Electronic Learning, Dropouts, Virtual Universities, Online Courses
Ke, Fengfeng – Computers & Education, 2010
Drawing on the Community of Inquiry model (Garrison, Anderson, & Archer, 2000), this mixed-method case study examined the nature and interactions of teaching, cognitive, and social presence created by online instructors and adult students in diverse course contexts. The study results indicated online instructional design and teaching elements that…
Descriptors: Electronic Learning, Instructional Design, Online Courses, Adult Students
Wang, RuoLan; Wiesemes, Rolf; Gibbons, Cathy – Computers & Education, 2012
As part of the Visual Learning Lab's initiative of promoting visual learning supported through technologies in Higher Education, this VLL funded study explored part-time mature doctoral students' use and perceptions of a mobile device in support of their research activities. The study was conducted by the Graduate School in collaboration with the…
Descriptors: Electronic Learning, Visual Learning, Learning Laboratories, Educational Technology
Wang, Hei Chia; Chiu, Yi Fang – Computers & Education, 2011
Traditional e-learning systems support "one-way" communication. Teachers provide knowledge for learners, but they are unable to use a student's learning experiences to benefit the class as a whole. To address these problems, this study explores e-learning success factors via the design and evaluation of an e-learning 2.0 system. This study…
Descriptors: Electronic Learning, Feedback (Response), User Satisfaction (Information), Interaction
E-Learning Personalization Based on Hybrid Recommendation Strategy and Learning Style Identification
Klasnja-Milicevic, Aleksandra; Vesin, Boban; Ivanovic, Mirjana; Budimac, Zoran – Computers & Education, 2011
Personalized learning occurs when e-learning systems make deliberate efforts to design educational experiences that fit the needs, goals, talents, and interests of their learners. Researchers had recently begun to investigate various techniques to help teachers improve e-learning systems. In this paper, we describe a recommendation module of a…
Descriptors: Electronic Learning, Experimental Groups, Control Groups, Cognitive Style
Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David – Computers & Education, 2013
This paper presents our recent experiences with the design of game-like applications in 3-D virtual environments as well as its impact on student motivation and learning. Therefore our paper starts with a brief analysis of the motivational aspects of videogames and virtual worlds (VWs). We then go on to explore the possible benefits of both in the…
Descriptors: Educational Games, German, Second Language Instruction, Language Tests
Romero-Zaldivar, Vicente-Arturo; Pardo, Abelardo; Burgos, Daniel; Delgado Kloos, Carlos – Computers & Education, 2012
The interactions that students have with each other, with the instructors, and with educational resources are valuable indicators of the effectiveness of a learning experience. The increasing use of information and communication technology allows these interactions to be recorded so that analytic or mining techniques are used to gain a deeper…
Descriptors: Academic Achievement, Prediction, Learning Experience, Data
Chow, Meyrick; Herold, David Kurt; Choo, Tat-Ming; Chan, Kitty – Computers & Education, 2012
Learners need to have good reasons to engage and accept e-learning. They need to understand that unless they do, the outcomes will be less favourable. The technology acceptance model (TAM) is the most widely recognized model addressing why users accept or reject technology. This study describes the development and evaluation of a virtual…
Descriptors: Self Efficacy, Nursing Students, Intention, Electronic Learning
Matzat, U. – Computers & Education, 2013
This article examines whether a mixture of virtual and real-life interaction--in contrast to purely virtual interaction--among some members of online communities for teachers is beneficial for all teachers' professional development in the whole community. Earlier research indicated that blended communities tend to face fewer trust and free rider…
Descriptors: Foreign Countries, Blended Learning, Internet, Computer Mediated Communication
Campigotto, Rachelle; McEwen, Rhonda; Epp, Carrie Demmans – Computers & Education, 2013
A five-month exploratory study was conducted with iOS mobile devices in two Toronto area schools with students in grades 7 through 12. Both classrooms were identified as Special Education classes by the Ontario Ministry of Education, and each student was identified as having exceptionalities requiring additional support and differentiation within…
Descriptors: Foreign Countries, Special Needs Students, Vocabulary, Information Processing
Chen, Nian-Shing; Kinshuk; Wei, Chun-Wang; Liu, Chia-Chi – Computers & Education, 2011
Reflection plays an important role in improving learning performance. This study, therefore, attempted to explore whether learners' reflection levels can be improved if teaching strategies are adapted to fit with learners' thinking styles in an online learning environment. Three teaching strategies, namely constructive, guiding, and inductive,…
Descriptors: Undergraduate Students, Graduate Students, Educational Environment, Thinking Skills
Kim, Minchi C.; Hannafin, Michael J. – Computers & Education, 2011
With the expanding availability and capability of varied technologies, classroom-based problem solving has become an increasingly attainable, yet still elusive, goal. Evidence of technology-enhanced problem-solving teaching and learning in schools has been scarce, understanding how to support students' problem solving in classroom-based,…
Descriptors: Problem Solving, Scaffolding (Teaching Technique), Theory Practice Relationship, Science Instruction
Dodd, Bucky J.; Antonenko, Pavlo D. – Computers & Education, 2012
Desktop virtual reality is an emerging educational technology that offers many potential benefits for learners in online learning contexts; however, a limited body of research is available that connects current multimedia learning techniques with these new forms of media. Because most formal online learning is delivered using learning management…
Descriptors: Multimedia Instruction, Hypermedia, Educational Technology, Instructional Design
Kim, Jin-Young – Computers & Education, 2012
This study explores and describes different viewpoints on blended e-Education by using Q methodology to identify students' perspectives and classify them into perceptional types. It is also designed to examine possible relationships among learner's perceptional type, characteristics (i.e., academic self-efficacy, interest in blended e-Education,…
Descriptors: Foreign Countries, Undergraduate Students, College Instruction, Self Efficacy