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Levy, Sharona T.; Wilensky, Uri – Computers & Education, 2011
This study lies at an intersection between advancing educational data mining methods for detecting students' knowledge-in-action and the broader question of how conceptual and mathematical forms of knowing interact in exploring complex chemical systems. More specifically, it investigates students' inquiry actions in three computer-based models of…
Descriptors: Test Content, Mathematical Models, Prior Learning, Data Processing
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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
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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
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Huang, Yueh-Min; Lin, Yen-Ting; Cheng, Shu-Chen – Computers & Education, 2010
This study developed a Mobile Plant Learning System (MPLS) that provides instructors with the ways and means to facilitate student learning in an elementary-school-level botany course. The MPLS represented in this study was implemented to address problems that arise with the use of a didactic approach to teaching and learning botany, as is…
Descriptors: Research Design, Test Results, Elementary Education, Program Effectiveness
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Yang, Ya-Ting C.; Wu, Wan-Chi I. – Computers & Education, 2012
The purpose of this study was to explore the impact of Digital storytelling (DST) on the academic achievement, critical thinking, and learning motivation of senior high school students learning English as a foreign language. The one-year study adopted a pretest and posttest quasi-experimental design involving 110 10th grade students in two English…
Descriptors: Experimental Groups, Quasiexperimental Design, Academic Achievement, Predictor Variables
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Papastergiou, Marina – Computers & Education, 2010
Information and Communication Technologies (ICT) have become an integral component of Physical Education (PE) and Sport Science (SS) curricula and professions. It is thus imperative that PE and SS students develop ICT skills, self-efficacy in ICT and positive attitudes towards ICT. This study was aimed at designing a computer literacy course…
Descriptors: Undergraduate Students, Physical Education, Student Attitudes, Self Efficacy
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Tsai, Shu-Chiao – Computers & Education, 2010
This study reports on the development of ESP (English for Specific Purposes) multimedia courseware on oral presentations, and its integration into self-study learning and elective courses for students with different English proficiencies, as one solution to problems in ESP courses in Taiwan. The courseware design is based on Mayer's multimedia…
Descriptors: Elective Courses, International Trade, Computer Assisted Instruction, Courseware
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Papastergiou, Marina – Computers & Education, 2009
The aim of this study was to assess the learning effectiveness and motivational appeal of a computer game for learning computer memory concepts, which was designed according to the curricular objectives and the subject matter of the Greek high school Computer Science (CS) curriculum, as compared to a similar application, encompassing identical…
Descriptors: Questionnaires, Computer Science Education, Females, Program Effectiveness
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Smeaton, Alan F.; Keogh, Gary – Computers & Education, 1999
Describes the development of virtual lectures that were digitally recorded and discusses an analysis of their use by undergraduate students. Results of log-file analysis and pre-course and post-course questionnaires indicate that mode of delivery, student usage, and prior computer experience have no impact on overall exam performance. (Author/LRW)
Descriptors: Academic Achievement, Evaluation Methods, Higher Education, Lecture Method
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Ebner, Martin; Holzinger, Andreas – Computers & Education, 2007
Goal: The use of an online game for learning in higher education aims to make complex theoretical knowledge more approachable. Permanent repetition will lead to a more in-depth learning. Objective: To gain insight into whether and to what extent, online games have the potential to contribute to student learning in higher education. Experimental…
Descriptors: Higher Education, Teaching Methods, Control Groups, Civil Engineering
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Washington, N.; Parnianpour, M.; Fraser, J. M. – Computers & Education, 1999
Describes the Biomechanics Tutorial, a computer-aided instructional tool that was developed at Ohio State University to expedite the transition from lecture to application for undergraduate students. Reports evaluation results that used statistical analyses and student questionnaires to show improved performance on posttests as well as positive…
Descriptors: Academic Achievement, Biomechanics, Computer Assisted Instruction, Computer Software Evaluation
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Blin, Francoise; Wilson, Diana – Computers & Education, 1994
Considers the use of pre- and posttest results as formative evaluation tools and describes a small group evaluation of computer-assisted language learning (CALL) courseware dealing with French for banking. Test design is discussed, including standards, validity, and reliability; and results from user questionnaires are examined. (Contains 14…
Descriptors: Business Administration Education, Business Communication, Case Studies, Computer Assisted Instruction