Search results for author:"Victor Law"
Total records matched: 10 Search took: 0.089 secs
American Journal of Distance Education Vol. 32, No. 3 (2018) pp. 177–189
Much is known about help seeking in face-to-face classrooms, but there is a limited understanding about how learners seek and provide help online. This study implemented a peer-help forum in an online technology course, and investigated students'...
Computers & Education Vol. 103, No. 1 (December 2016) pp. 134–143
The purpose of this study was to examine the effects of the types of question prompts (Knowledge vs. Application Prompts) and feedback types (Knowledge of Correct Response (KCR) vs. Elaborated Response (ER) on science learning outcomes in a game...
Technology, Knowledge and Learning Vol. 21, No. 2 (2016) pp. 243–253
Self-regulation has been shown as a critical factor in learning in a regular classroom environment (e.g. Wolters and Pintrich in "Instr Sci" 26(1):27-47, 1998. doi: 10.1023/A:1003035929216). However, little research has been conducted to...
Journal of Educational Technology & Society Vol. 20, No. 4 (2017) pp. 247–260
This study investigated the characteristics of deep and surface approaches to learning in online students' responses to instructor's qualitative feedback given to a multi-stage, ill-structured design project. Further, the study examined the...
The Effects of Peer Competition-Based Science Learning Game on Secondary Students' Performance, Achievement Goals, and Perceived Ability
Interactive Learning Environments Vol. 26, No. 2 (2018) pp. 235–244
The purpose of this study is to examine the effects of different modes of competition on science learning in a game-based learning (GBL) environment. Some key motivational constructs such as learning goals, performance goals, and perceived ability...
Dynamic Modeling as a Cognitive Regulation Scaffold for Developing Complex Problem-Solving Skills in an Educational Massively Multiplayer Online Game Environment
Journal of Educational Computing Research Vol. 45, No. 3 (2011) pp. 265–286
Following a design-based research framework, this article reports two empirical studies with an educational MMOG, called "McLarin's Adventures," on facilitating 9th-grade students' complex problem-solving skill acquisition in interdisciplinary STEM...
Computers & Education Vol. 55, No. 1 (August 2010) pp. 218–228
Computer programming skills constitute one of the core competencies that graduates from many disciplines, such as engineering and computer science, are expected to possess. Developing good programming skills typically requires students to do a lot...
Self‐regulation as a function of perceived leadership and cohesion in small group online collaborative learning
British Journal of Educational Technology Vol. 50, No. 1 (January 2019) pp. 456–468
The present study examined the relationships between perceived leadership, group cohesion, online engagement, self‐regulation and learning outcomes. Data included surveys and online discussion logs from 171 students in an undergraduate online course....
International Journal of Emerging Technologies in Learning (iJET) Vol. 8, No. 2013 (Jan 31, 2013)
The success of (online) courses depends, among other factors, on the underlying didactical models which have always been evaluated with qualitative and quantitative research methods. Several new evaluation techniques have been developed and...
EdMedia + Innovate Learning 2019 (Jun 24, 2019) pp. 955–958
This study examined if prior knowledge and prior experience impact problem solving differently in a scaffolded collaborative and individual environment. 39 pre-service teachers were assigned randomly to either collaborative or individual condition...