Branding/Logomark minus Citation Combined Shape Icon/Bookmark-empty Icon/Copy Icon/Collection Icon/Close Copy 7 no author result Created with Sketch. Icon/Back Created with Sketch. Match!
Computers in Education
Papers
3913
Papers 3885
1 page of 389 pages (3,885 results)
Newest
Ronny Scherer13
Estimated H-index: 13
(University of Oslo),
Fazilat Siddiq7
Estimated H-index: 7
(Sewanee: The University of the South),
Jo Tondeur26
Estimated H-index: 26
(Vrije Universiteit Brussel)
Abstract Technology acceptance has been widely discussed and examined in educational contexts. Despite the variety of models and measures describing teachers' technology acceptance, two key assumptions persist in the existing body of literature: First, the technology acceptance construct can be represented by a set of diverse, yet correlated attitudes and beliefs. Second, the effects of technology acceptance on the intentions to use technology and technology use—two commonly studied outcome vari...
Robyn Moffitt8
Estimated H-index: 8
(Griffith University),
C Padgett3
Estimated H-index: 3
(UTAS: University of Tasmania),
Rachel Grieve12
Estimated H-index: 12
(UTAS: University of Tasmania)
Abstract Assessment feedback is one of the most powerful learning tools, and in higher education this feedback is increasingly being provided online. The current study investigated the inclusion of emoticons as a method through which to enhance student perceptions of the accessibility and emotionality of written online assessment feedback. Undergraduate students (N = 241) were presented with an online faux essay along with associated written feedback typical of the comments students would receiv...
Mengxiao Zhu5
Estimated H-index: 5
,
Ou Lydia Liu18
Estimated H-index: 18
,
Hee-Sun Lee3
Estimated H-index: 3
Abstract Application of new automated scoring technologies, such as natural language processing and machine learning, makes it possible to provide automated feedback on students' short written responses. Even though many studies investigated the automated feedback in the computer-mediated learning environments, most of them focused on the multiple-choice items instead of the constructed response items. This study focuses on the latter and investigates a formative feedback system integrated into ...
Hamood Al-Huneini (University of Leeds), S. Aisha Walker2
Estimated H-index: 2
(University of Leeds),
Richard Badger11
Estimated H-index: 11
(University of Leeds)
Abstract This paper reports on a case study investigating the introduction of tablet computers into a rural primary school in Oman. The school is unusual in that it is in an economically-disadvantaged, mountainous region which is prone to flooding. There is little infrastructure, with no internet and there is a high turnover of staff. The project to introduce tablets was a personal initiative of the head teacher who needed to convince the Ministry of Education, her staff and parents of the pupil...
Emmanuel O. Acquah4
Estimated H-index: 4
(Åbo Akademi University),
Heidi Turner Katz (Åbo Akademi University)
Abstract The aim of this systematic literature review was to examine the empirical evidence for the effectiveness of digital games on second language learning between 2014 and 2018, with a focus on participants 6–18 years old. The initial search yielded 578 results, from which a total of 26 articles were included in the final content analysis. The analysis of the included studies revealed: (1) the majority of studies were conducted with a mixed methods design; (2) most studies used computers as ...
C. Ferguson (UU: Utrecht University), Egon L. van den Broek19
Estimated H-index: 19
(UU: Utrecht University),
H Vanoostendorp26
Estimated H-index: 26
(UU: Utrecht University)
Abstract Educational Environmental Narrative (EEN) games in Virtual Reality (VR) provide rich, high-fidelity environments that provide a fully immersive and interactive storytelling experience for use in teaching. Yet, it is not fully known how learning experience is affected by freely exploring the environment (interaction mode) and having an explicit story structure. A randomized controlled 2 × 2 study with 42 adolescents was performed to correct this omission and find the effect that these tw...
Lijia Lin6
Estimated H-index: 6
(ECNU: East China Normal University),
Paul Ginns23
Estimated H-index: 23
(USYD: University of Sydney)
+ -3 AuthorsPeilin Zhang (ECNU: East China Normal University)
Abstract The purpose of the current study was to investigate the potential effects of two social cues on learning outcomes, cognitive load, and intrinsic motivation in a computer-based environment in an Asian context. A total of 98 Chinese college students were randomly assigned into one of four experimental conditions formed by a 2 (agent vs. no agent) X 2 (conversational style vs. formal style) factorial design. Results revealed that (a) learning with a pedagogical agent was more interesting t...
Elaheh Yadegaridehkordi5
Estimated H-index: 5
(Information Technology University),
Nurul Fazmidar Mohd. Noor3
Estimated H-index: 3
(Information Technology University)
+ -3 AuthorsNornazlita Hussin2
Estimated H-index: 2
(Information Technology University)
Abstract It is becoming a trend to apply an emotional lens and to position emotions as central to educational interactions. Recently, affective computing has been one of the most actively research topics in education, attracting much attention from both academics and practitioners. However, despite the increasing number of papers published, there still are deficiencies and gaps in the comprehensive literature review in the specific area of affective computing in education. Therefore, this study ...
Andreas Lachner1
Estimated H-index: 1
(University of Tübingen),
Iris Backfisch , Kathleen Stürmer8
Estimated H-index: 8
(University of Tübingen)
Abstract Teachers' technological pedagogical knowledge (TPK) is regarded as a critical prerequisite to effectively use technology during teaching across content domains. Previous findings on the availability of TPK, and its relation to other corresponding components of teachers' professional knowledge, however, were relatively mixed, probably because previous research most exclusively relied on indirect measures, such as self-reports of teacher knowledge. By applying a newly developed test-based...
Published on Jul 1, 2019in Computers in Education
Fidan Mustafa (Bartın University), Meric Tuncel (Abant Izzet Baysal University)
Abstract This study investigates the effects of Problem Based Learning (PBL) assisted with Augmented Reality (AR) on learning achievement and attitude towards physics subjects as a part of science education. The sample of the study included 91 seventh graders from a province in the north of Turkey. A quasi-experimental design with two experimental groups and a control group was utilized. Based upon marker-based AR technologies, FenAR software was developed to support with PBL activities in the c...
12345678910