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Computers & Education
Scopus
ISSN 0360-1315 · Elsevier BV · 18 artikel di indeks
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Artikel Jurnal Teks lengkap
Impact of AI assistance on student agency
AI-powered learning technologies are increasingly being used to automate and scaffold learning activities (e.g., personalised reminders for completing tasks, automated real-time feedback for improving writing, or recommendations for when and what to study). While the prevailing view is that these…
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Investigating students’ cognitive processes in generative AI-assisted digital multimodal composing and traditional writing
Recently, generative artificial intelligence (AI)-powered chatbots such as ChatGPT and Bing Chat have garnered increasing attention on a global scale. Previous studies have focused mostly on the influence of generative AI on writing while few researchers have investigated how generative AI can…
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A study of how immersion and interactivity drive VR learning
Even though learning refers to both a process and a product, the former tends to be overlooked in educational virtual reality (VR) research. This study examines the process of learning with VR technology using the Cognitive Affective Model of Immersive Learning (CAMIL) as its framework. The CAMIL…
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From dual digitalization to digital learning space: Exploring the digital transformation of higher education
Inspired by the fast digitalization during the Covid-19 crisis, we investigate a key aspect of digital transformation of higher education – the emergence of a digital learning space. In developing our analysis, we focus on two streams of digitalization in higher education; digitalization of…
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Cognitive and emotional engagement while learning with VR: The perspective of multimodal methodology
This study uses a multimodal data analysis approach to provide a more continuous and objective insight into how students' engagement unfolds and impacts learning achievements. In this study, 61 nursing students' learning processes with a virtual reality (VR)-based simulation were captured by…
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Signaling in virtual reality influences learning outcome and cognitive load
Virtual reality (VR) learning environments are highly visual and need instructional aid to help the learner. Presenting too much visual information can impair selection and organization processes by overloading the learner's cognitive capacity. Signaling could support these processes by…
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How digitalised are vocational teachers? Assessing digital competence in vocational education and looking at its underlying factors
Teachers' digital competence (TDC) is an important condition for the effective integration of technologies in education, and it depends on personal and context-related factors. Different frameworks and instruments have been developed to measure TDC. However, research on digital competence in…
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Detecting latent topics and trends in educational technologies over four decades using structural topic modeling: A retrospective of all volumes of Computers & Education
Computers & Education has been leading the field of computers in education for over 40 years, during which time it has developed into a well-known journal with significant influences on the educational technology research community. Questions such as “in what research topics were the academic…
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A review of automated feedback systems for learners: Classification framework, challenges and opportunities
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Developing a short assessment instrument for Technological Pedagogical Content Knowledge (TPACK.xs) and comparing the factor structure of an integrative and a transformative model
Technological Pedagogical Content Knowledge (TPACK) is regarded as one of the most important models describing teachers' competencies for successfully teaching with technology. TPACK is most frequently assessed by means of self-report questionnaires, which beside their inherent methodological…
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Chatbots for learning: A review of educational chatbots for the Facebook Messenger
With the exponential growth in the mobile device market over the last decade, chatbots are becoming an increasingly popular option to interact with users, and their popularity and adoption are rapidly spreading. These mobile devices change the way we communicate and allow ever-present learning in…
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The effect of using Kahoot! for learning – A literature review
Kahoot! is a game-based learning platform used to review students' knowledge, for formative assessment or as a break from traditional classroom activities. It is among the most popular game-based learning platforms, with 70 million monthly active unique users and used by 50% of US K-12 students…
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The potential of digital tools to enhance mathematics and science learning in secondary schools: A context-specific meta-analysis
Based on systematic research of studies published since the year 2000, this comprehensive meta-analysis investigated how the use of technology can enhance learning in secondary school mathematics and science (grade levels 5–13). All studies (k = 92) compared learning outcomes of students using…
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Self-regulated learning support in flipped learning videos enhances learning outcomes
In flipped learning, students study learning material before class and apply the content of the learning material during class. This requires self-regulated learning (SRL) behavior due to the increased autonomy in this instructional approach. Providing students with video-embedded SRL support…