Computer Education
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#1Kwok Hung Lau (RMIT: RMIT University)H-Index: 12
#2Tri Khai Lam (RMIT International University)H-Index: 4
Last. Susan Thomas (RMIT International University)H-Index: 6
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While textbooks are crucial to learning in the traditional classroom-based setting, their role in e-learning environment might be different. Through a categorical analysis, this study investigates if the currently available learning resources provided by textbooks are suitable for e-learning purpose. An e-learning framework incorporating different stages of learning and usage of learning resources was first developed as a guide. Then, a sample of learning resources that came with 100 commonly us...
31 CitationsSource
#1Erhan Gne (Ahi Evran University)H-Index: 1
#2Eralp BahivanH-Index: 1
This study constructs a science teaching belief system to examine pre-service science teachers' scientific epistemological beliefs (SEBs) and conceptions of teaching and learning (COTL). The aim of the study was to investigate the structural relations among pre-service science teachers' SEBs, COTL and digital literacy skills and to determine the reasons for these relations. First, quantitative research was conducted to examine the structural relations among the variables, using structural equati...
22 CitationsSource
#1Ove Edvard Hatlevik (HiOA: Oslo and Akershus University College of Applied Sciences)H-Index: 13
#2Inger Throndsen (University of Oslo)H-Index: 7
Last. Greta Björk Gudmundsdottir (University of Oslo)H-Index: 9
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Self-efficacy is an important concept for understanding learning and achievement. The concept covers students' self-confidence and their expectations for future performance. Students' learning experiences are crucial for the development of self-efficacy beliefs, which may affect students' achievements. The present study explores how self-efficacy can be contextualized with information and communication technology in 15 countries. A theoretical model is built and tested in each country based on d...
81 CitationsSource
#1ngel Surez (OU: Open University)H-Index: 1
#2Marcus Specht (OU: Open University)H-Index: 41
Last. Stefaan Ternier (OU: Open University)H-Index: 18
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Inquiry-based Learning is increasingly suggested as an efficient approach for fostering learners' curiosity and motivation. It helps learners to develop their ability to work in complex and unpredictable environments making them more critical thinkers and agentic learners. Although mobile technology is a suitable support for this learning process, there is a lack of practical strategies for educational practitioners to enact the right balance between enabling agency and supporting the students t...
55 CitationsSource
#1Elias Kyewski (University of Duisburg-Essen)H-Index: 3
#2Nicole C. Krmer (University of Duisburg-Essen)H-Index: 1
Over the last few years, the implementation of game elements like badges in non-game environments has become increasingly popular (Butler, 2014). In this study, we tested whether badges, which could be received for successful task performance and specific activities within an e-learning course in a higher education setting, had an impact on students' motivation and performance. In a between-subjects experimental field study, students were randomly assigned to three different conditions (no badge...
57 CitationsSource
#1Xin Chen (Purdue University)H-Index: 8
#2Lori Breslow (MIT: Massachusetts Institute of Technology)H-Index: 8
Last. Jennifer DeBoer (Purdue University)H-Index: 7
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Undergraduate classes in many science and engineering courses are utilizing asynchronous computer platforms to host educational materials such as lecture videos or discussion forums. These platforms also have the ability to provide immediate feedback to students on formative assessment tasks such as homework problems, reading questions, or weekly quizzes. Although there have been a number of studies on computer-based feedback, there is more we need to know about how students interact with immedi...
36 CitationsSource
#1Bruce D. Homer (NYU: New York University)H-Index: 24
#2Jan L. Plass (NYU: New York University)H-Index: 37
Last. Alisha Ali (NYU: New York University)H-Index: 15
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Executive functions (EF), the skills required to plan, monitor and control cognitive processes, are linked to many important educational and developmental outcomes. The Alien Game is a digital game developed to train the EF subskill of shifting. High school students (N=82; age range 1418 years; average=15.5 years) were asked to play the Alien Game for 20min per week for 6 consecutive weeks. Two EF measures were administered before and after this intervention: the Dimensional Change Card Sort (DC...
40 CitationsSource
#1Marcos Mourio-Garca (University of Vigo)H-Index: 1
#2Roberto Prez-Rodrguez (University of Vigo)H-Index: 1
Last. Vctor M. Darriba-Bilbao (University of Vigo)H-Index: 1
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The proliferation of educational resource repositories promoted the development of aggregators to facilitate interoperability, that is, a unified access that would allow users to fetch a given resource independently of its origin. The CROERA system is a repository aggregator that provides access to educational resources independently of the classification taxonomy utilized in the hosting repository. For that, an automated classification algorithm is trained using the information extracted from t...
7 CitationsSource
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