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Journal of Computers in Education OnlineFirst articles

22.04.2024

Does constructivism learning approach lead to developing creative thinking skills? The mediating role of online collaborative learning environments

In this study, we evaluate the impact of online collaborative learning environments (OCLE) on the development of creative learning skills through a constructivism learning approach. OCLE is an online platform, which provides a convenient …

verfasst von:
S. Vijayakumar Bharathi, Mandaar B. Pande

13.04.2024

Exploring acceptance toward tablet-based learning among K-12 students in Southeast China: Age and gender differences

Tablet-based learning is increasingly popular in K–12 education worldwide. Acceptance of this learning method is crucial for its successful implementation in schools. Pertinent research indicated that males and females used technology differently …

verfasst von:
Jia Sun, Chao Zhang, Taotao Long, Mingwen Tong

06.04.2024

Systematic review on the integration of immersive technologies to improve learning in primary education

Immersive technologies such as augmented reality and virtual reality have attracted a great deal of interest in educational research; they have the potential to enhance learning by providing interactive, realistic, and safe experiences without the …

verfasst von:
Francisco Javier Sandoval-Henríquez, Fabiola Sáez-Delgado, María Graciela Badilla-Quintana

03.04.2024

Factors affecting middle school students’ information literacy in the internet plus education environment

Information literacy facilitates student learning and developing in the open education environment, while factors such as learning environment, technical support, and core competencies are critical to enhance the literacy. This study conducted a …

verfasst von:
Liang Yu, Yuanyuan Zhang, Meiqi Sun

Open Access 01.04.2024

Learning to teach with simulation: historical insights

Simulation-based learning (SBL) has been trialed and embedded in many disciplines and professions over many years to practice complex skills before embarking on real-life applications. Much research has confirmed the benefits of SBL and found …

verfasst von:
Susan Ledger, Mailizar Mailizar, Sue Gregory, Miriam Tanti, David Gibson, Stacy Kruse

Open Access 27.03.2024

Gamification in nutrition education: the impact and the acceptance of digital game-based intervention for improving nutritional habits

As school-based nutrition education interventions have become increasingly popular in recent years, they have proven effective in raising children awareness and responsibility toward good eating habits as well as improving their knowledge, skills …

verfasst von:
Riccardo Rosati, Letizia Regini, Aleksandra Pauls, Elisabetta Strafella, Francesca Raffaelli, Emanuele Frontoni

20.03.2024

An exploratory study of current competency for learning experience designer: job announcement analysis

Currently, the changing roles and responsibilities in instructional design are focused on emphasizing the learner's participatory and immersive learning experience on digital platforms as users. This has led to a shift in the term and job role …

verfasst von:
Warakon Phommanee, Boonrat Plangsorn, Sutithep Siripipattanakul

06.02.2024

Knowledge mapping of research on teachers’ digital competence in China: a bibliometric analysis using CiteSpace

Professionals and researchers in various areas in China have been interested in teachers’ digital competence (TDC) since the beginning of the twenty-first century, leading to many publications. Using the scientometric method, this research …

verfasst von:
Hui Li, Hasan Tinmaz

30.01.2024

An improved adaptive personalization model for instructional video-based e-learning environments

Due to the unexpected COVID-19 pandemic, video-based e-learning environments for programming education have disrupted traditional classroom teaching methods. The major drawbacks of these environments are that they never consider the individual …

verfasst von:
T S Sanal Kumar, R. Thandeeswaran

Open Access 27.01.2024

Explanatory model of cyberbullying, cybervictimization, aggressiveness, social anxiety, and adaptation to university: a structural equation analysis

The increase in the number of cases of cyberbullying and cybervictimisation among university students and the scarce amount of research on the subject justify the need to analyse its relationship with psychological and social variables to prevent …

verfasst von:
David Aparisi, Beatriz Delgado, Rosa M. Bo

13.01.2024

Using computer-supported critical annotation to improve perspective taking

As technology continues to enhance opportunities for computer-supported collaborative learning interactions on a global scale, it has become increasingly important to create environments that foster the socio-emotional aspects of group work.

verfasst von:
Christina Nishiyama, E. Michael Nussbaum

13.01.2024 | Correction

Correction to: Switching to metaverse? Perspectives from push–pull–mooring model

verfasst von:
Debajyoti Pal, Xiangmin Zhang, Subhodeep Mukherjee, Suree Funilkul

Open Access 06.01.2024

Artificial intelligence (AI) learning tools in K-12 education: A scoping review

Artificial intelligence (AI) literacy is a global strategic objective in education. However, little is known about how AI should be taught. In this paper, 46 studies in academic conferences and journals are reviewed to investigate pedagogical …

verfasst von:
Iris Heung Yue Yim, Jiahong Su

06.01.2024

The role of twenty-first century digital competence in shaping pre-service teacher language teachers’ twenty-first century digital skills: the Partial Least Square Modeling Approach (PLS-SEM)

Due to the ongoing development of information and communication technologies (ICTs) and shifting teaching with ICT to solving with it, teachers are required to possess competencies and transfer them to skills that transcend beyond basic ICT …

verfasst von:
Amir Reza Rahimi, Zahra Mosalli

16.12.2023

ATTENDEE: an AffecTive Tutoring system based on facial EmotioN recognition and heaD posE Estimation to personalize e-learning environment

In recent years, the main problem in e-learning has shifted to personalization of learning environment by Intelligent Tutoring Systems (ITSs). Therefore, by designing personalized teaching models, learners are able to have a successful and …

verfasst von:
Mahdi Pourmirzaei, Gholam Ali Montazer, Ebrahim Mousavi

11.12.2023

Studying ergonomic gestures on interactive learning tabletop and tablets from a situated approach: a pilot taxonomic table and a case study

This exploratory paper aims the building of a pilot taxonomic table that can be used in the field of educational ergonomics. Based on activity theory and a situated approach, we first identified a pilot taxonomic table of ergonomic gestures …

verfasst von:
Rawad Chaker

09.12.2023

Designing serious games to engage children with energy saving in the home: potential learning outcomes and design considerations

The children of today will inherit a more complex domestic energy landscape than their parents. While children consume energy themselves and can meaningfully participate in energy saving, they are neglected by the current discourse on energy …

verfasst von:
Stephen Snow, Sarah Matthews, Yueer Chen, Sicheng Yang, Mark Bayley

Open Access 21.11.2023

Studying the effects of educational games on cultivating computational thinking skills to primary school students: a systematic literature review

This article presents a systematic literature review (SLR) on the effects of serious games, or more specifically educational games that aim to teach Computational Thinking (CT) skills to primary school students. Sixty one studies from various data …

verfasst von:
Andreas Giannakoulas, Stelios Xinogalos

Open Access 10.11.2023

Digital competences in research: creativity and entrepreneurship as essential predictors for teacher training

The first purpose of this study was to analyse the digital research competences of higher education teaching staff, depending on whether the level of creativity of the teacher to initiate new research projects and their level of entrepreneurial …

verfasst von:
Francisco D. Guillén-Gámez, Julio Ruiz-Palmero, Melchor Gómez-García

10.11.2023

Switching to metaverse? Perspectives from push–pull–mooring model

Metaverse is envisioned to be a shared, immersive, and persistent 3D virtual place where humans can experience life as they do in the physical world and much beyond. This alternate “virtual world” is one key aspect of the metaverse, yet an often …

verfasst von:
Debajyoti Pal, Xiangmin Zhang, Subhodeep Mukherjee, Suree Funilkul