Computers in Education
IF
8.54
Papers
2,061
Papers 2,047
1 page of 205 pages (2,047 results)
Newest
#1Ricardo Eiris (MTU: Michigan Technological University)H-Index: 6
#2Jing Wen (UF: University of Florida)H-Index: 2
Last. Masoud Gheisari (UF: University of Florida)H-Index: 17
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Abstract null null Collaborative problem-solving skills are required from learners in the 21st century, particularly in construction graduates upon entering the workforce. However, challenges associated with spatiotemporal contexts of construction sites and resource limitations of educational programs reduce the opportunities available for students to practice these skills. This study focuses on using 360-degree panoramic virtual environments enhanced with virtual humans to produce realistic sit...
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#1Hatice Yildiz Durak (Bartin University)H-Index: 12
#2Esra Kidiman Demirhan (Gazi University)
Last. Mahmut Çitil (Gazi University)H-Index: 1
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Abstract null null This study aims to determine the risk factors that predict online game addiction of gifted and non-gifted high school students. The causal comparison research model was used in this study. The study group consists of 245 high school students, 113 gifted and 132 non-gifted. Personal information form and 4 different scales were used to collect the data. Multinominal logistic regression analysis was used to examine which factors are important in distinguishing online gaming behav...
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#1Abdullah M. Baabdullah (KAU: King Abdulaziz University)H-Index: 17
#2Abdulellah A. Alsulaimani (KAU: King Abdulaziz University)
Last. Nripendra P. Rana (Qatar University)H-Index: 54
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Abstract null null This study aims to examine students' experience of augmented reality learning applications (AR.LRP). Uses and gratifications theory was proposed as a theoretical foundation of the current study's conceptual model. Four dimensions of UGT benefits were proposed as key antecedences of the students' experience with AR.LRP: personal interactive benefits, social interactive benefits, affective benefits, and cognitive benefits. The model was also extended by considering the role of t...
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#1Jeffrey A. Greene (UNC: University of North Carolina at Chapel Hill)H-Index: 36
#2Rebekah F. Duke (UNC: University of North Carolina at Chapel Hill)H-Index: 4
Last. Brian M. Cartiff (UNC: University of North Carolina at Chapel Hill)H-Index: 3
view all 5 authors...
Abstract null null Many educators ask their students to conduct research using online information sources. Such sources vary in trustworthiness and quality and despite conventional wisdom, students are not naturally adept at vetting these sources. Empirical research has shown that successful online learning often requires effortful activities such as self-regulation and epistemic cognition. Frequent exertion of such effort may explain why people report feeling exhausted by the conflicting inform...
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#1Wei Ren (XJTU: Xi'an Jiaotong University)
#2Xiaowen Zhu (XJTU: Xi'an Jiaotong University)
Last. Jianghua Yang (XJTU: Xi'an Jiaotong University)
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Abstract null null Drawing on Pierre Bourdieu's framework of cultural capital, the study explored whether family cultural capital contributed to adolescents' digital inequality regarding both digital skills and usages of digital media and could further explain the relationship between social origins and youth's digital diversity. Cultural capital was operationalized as family cultural resources, cultural practices and media-related parenting activities (i.e., active and restrictive mediation). W...
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Abstract null null Online assignment is a global and growing phenomenon in higher education that presents significant motivational challenges for many online students. Yet, little is known on the motivational beliefs of students towards online assignment, and none on how in combination they affect student behavior when it comes to online assignment. This present study aims to identify online assignment motivation profiles based on achievement goal theory (mastery- and performance-approach goals)...
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#1Yen-Nan Lin (I-Shou University)
#2Lu-Ho Hsia (NCUT: National Chin-Yi University of Technology)H-Index: 3
Last. Gwo-Jen Hwang (NTUST: National Taiwan University of Science and Technology)H-Index: 80
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Abstract null null In order to stimulate students' active participation and thirst for knowledge, researchers have attempted to integrate flipped learning into courses, which aims to solve the problems in the traditional stereotypical physical skills learning mode (e.g., imitation and repeated practice) as well as to increase peer and teacher-student interaction. However, most of the flipped learning approaches use text for knowledge transfer, and lack guidance for practicing skills. Hence, the ...
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#1J. Christopher Zimmer (USM: University of Southern Mississippi)
Abstract null null The impact of information technologies has radically transformed the classroom in less than a generation. One potentially not so welcome technology into the classroom has been social networking sites. While social networking sites can help foster relationships among students, too much of a good thing can negatively impact course performance. This study surveys 219 college aged students and investigates the impact of problematic social network use on final course performance. D...
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#1Américo Nobre Gonçalves Ferreira Amorim (NYU: New York University)H-Index: 1
#2Lieny Jeon (JHU: Johns Hopkins University)H-Index: 13
view all 7 authors...
Abstract null null Can mobile games foster the early literacy skills of children in poverty? This pioneering study examines the barriers faced to implement an evidence-based, game-enhanced educational phonological and phonemic awareness program in 12 public schools serving students in poverty in a developing country. The deployment team adequately mitigated barriers such as the lack of proper information and communication technologies and school staff shortages. School interruptions due to sport...
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#1Carlos Evangelio (UCLM: University of Castilla-La Mancha)H-Index: 3
#2Pablo Rodríguez-González (University of Oviedo)H-Index: 26
Last. Sixto González-Víllora (UCLM: University of Castilla-La Mancha)H-Index: 13
view all 4 authors...
Abstract null null The goal of the present study was to extend the scope of previous reviews on cyberbullying to focus on elementary and middle school students, ages when research indicates that children begin to use mobile phones and social media. From 2016 to 2020, a total of 43 articles were included in the final selection, and purpose/s, sample, design/instruments, and main findings/conclusions were assessed on each one. The following topics emerged from the results and were discussed: cyber...
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